# Objective
Currently some TextureFormats are not supported by the Image type.
The `TextureFormat::Rg16Unorm` format is useful for storing minmax heightmaps.
Similar to #5249 I now additionally require image to support the dual channel variant.
## Solution
Added `TextureFormat::Rg16Unorm` support to Image.
Additionally this PR derives `Resource` for `SpecializedComputePipelines`, because for some reason this was missing.
All other special pipelines do derive `Resource` already.
Co-authored-by: Kurt Kühnert <51823519+Ku95@users.noreply.github.com>
# Objective
Fixes#5963
## Solution
Add remaining fn in Timer class, this function only minus total duration with elapsed time.
Co-authored-by: Sergi-Ferrez <61662926+Sergi-Ferrez@users.noreply.github.com>
# Objective
While coding in bevy I needed to get the elapsed time of a stopwatch as f64.
I found it quite odd there are functions on Timer to get time as f64 but not on the Stopwatch.
## Solution
- added a function that returns the `Stopwatch` elapsed time as `f64`
---
## Changelog
### Added
- Added a function to get `Stopwatch` elapsed time as `f64`
### Fixed
- The Stopwatch elapsed function had a wrong docs link
# Objective
While using the ParallelExecutor, systems do not actually start until `prepare_systems` completes. In stages where there are large numbers of "empty" systems with very little work to do, this delay adds significant overhead, which can add up over many stages.
## Solution
Immediately and synchronously signal the start of systems that can run without dependencies inside `prepare_systems` instead of waiting for the first executor iteration after `prepare_systems` completes. Any system that is dependent on them still cannot run until after `prepare_systems` completes, but there are a large number of unconstrained systems in the base engine where this is a general benefit in almost every case.
## Performance
This change was tested against `many_foxes` in the default configuration. As this change is sensitive to the overhead around scheduling systems, the spans for measuring system timing, system overhead, and system commands were all commented out for these measurements.
The median stage timings between `main` and this PR are as follows:
|stage|main|this PR|
|:--|:--|:--|
|First|75.54 us|61.61 us|
|LoadAssets|51.05 us|42.32 us|
|PreUpdate|54.6 us|55.56 us|
|Update|61.89 us|51.5 us|
|PostUpdate|7.27 ms|6.71 ms|
|AssetEvents|47.82 us|35.95 us|
|Last|39.19 us|37.71 us|
|reserve_and_flush|57.83 us|48.2 us|
|Extract|1.41 ms|1.28 ms|
|Prepare|554.49 us|502.53 us|
|Queue|216.29 us|207.51 us|
|Sort|67.03 us|60.99 us|
|Render|1.73 ms|1.58 ms|
|Cleanup|33.55 us|30.76 us|
|Clear Entities|18.56 us|17.05 us|
|**full frame**|**11.9 ms**|**10.91 ms**|
For the first few stages, the benefit is small but cumulative over each. For PostUpdate in particular, this allows `parent_update` to run while prepare_systems is running, which is required for the animation and transform propagation systems, which dominate the time spent in the stage, but also frontloads the contention as the other "empty" systems are also running while `parent_update` is running. For Render, where there is just a single large exclusive system, the benefit comes from not waiting on a spuriously scheduled task on the task pool to kick off the system: it's immediately scheduled to run.
# Objective
EntityMut::world takes &mut self instead of &self I don't see any reason for this.
EntityRef is overly restrictive with fn world and could return &'w World
---
## Changelog
- EntityRef now implements Copy and Clone
- EntityRef::world is now fn(&self) -> &'w World instead of fn(&mut self) -> &World
- EntityMut::world is now fn(&self) -> &World instead of fn(&mut self) -> &World
# Objective
Currently, `Local` has a `Sync` bound. Theoretically this is unnecessary as a local can only ever be accessed from its own system, ensuring exclusive access on one thread. This PR removes this restriction.
## Solution
- By removing the `Resource` bound from `Local` and adding the new `SyncCell` threading primative, `Local` can have the `Sync` bound removed.
## Changelog
### Added
- Added `SyncCell` to `bevy_utils`
### Changed
- Removed `Resource` bound from `Local`
- `Local` is now wrapped in a `SyncCell`
## Migration Guide
- Any code relying on `Local<T>` having `T: Resource` may have to be changed, but this is unlikely.
Co-authored-by: PROMETHIA-27 <42193387+PROMETHIA-27@users.noreply.github.com>
While looking into `collide()`, I wrote some tests to confirm the behavior I read in the code. This PR adds those tests and improves the documentation.
Co-authored-by: robem <669201+robem@users.noreply.github.com>
# Objective
- Make people stop believing that commands are applied immediately (hopefully).
- Close#5913.
- Alternative to #5930.
## Solution
I added the clause “to perform impactful changes to the `World`” to the first line to subliminally help the reader accept the fact that some operations cannot be performed immediately without messing up everything.
Then I explicitely said that applying a command requires exclusive `World` access, and finally I proceeded to show when these commands are automatically applied.
I also added a brief paragraph about how commands can be applied manually, if they want.
---
### Further possibilities
If you agree, we can also change the text of the method documentation (in a separate PR) to stress about enqueueing an action instead of just performing it. For example, in `Commands::spawn`:
> Creates a new `Entity`
would be changed to something like:
> Issues a `Command` to spawn a new `Entity`
This may even have a greater effect, since when typing in an IDE, the docs of the method pop up and the programmer can read them on the fly.
# Objective
Without this we can inappropriately merge batches together without properly accounting for non-batch items between them, and the merged batch will then be sorted incorrectly later.
This change seems to reliably fix the issue I was seeing in #5919.
## Solution
Ensure the `batch_phase_system` runs after the `sort_phase_system`, so that batching can only look at actually adjacent phase items.
# Objective
I wanted to run the code
```rust
let reflect_resource: ReflectResource = ...;
let value: Mut<dyn Reflect> = reflect_resource.reflect(world);
value.deref();
// ^ ERROR: deref method doesn't exist because `dyn Reflect` doesnt satisfy `: Sized`.
```
## Solution
Relax `Sized` bounds in all the methods and trait implementations for `Mut` and friends.
# Objective
This code is very disjoint, and the `stage.rs` file that it's in is already very long.
All I've done is move the code and clean up the compiler errors that result.
Followup to #5916, split out from #4299.
# Objective
Ambiguity sets are used to ignore system order ambiguities between groups of systems. However, they are not very useful: they are clunky, poorly integrated, and generally hampered by the difficulty using (or discovering) the ambiguity detector.
As a first step to the work in #4299, we're removing them.
## Migration Guide
Ambiguity sets have been removed.
# Objective
- Our existing change detection API is not flexible enough for advanced users: particularly those attempting to do rollback networking.
- This is an important use case, and with adequate warnings we can make mucking about with change ticks scary enough that users generally won't do it.
- Fixes#5633.
- Closes#2363.
## Changelog
- added `ChangeDetection::set_last_changed` to manually mutate the `last_change_ticks` field"
- the `ChangeDetection` trait now requires an `Inner` associated type, which contains the value being wrapped.
- added `ChangeDetection::bypass_change_detection`, which hands out a raw `&mut Inner`
## Migration Guide
Add the `Inner` associated type and new methods to any type that you've implemented `DetectChanges` for.
# Objective
- I'm currently working on being able to call methods on reflect types (https://github.com/jakobhellermann/bevy_reflect_fns)
- for that, I'd like to add methods to the `Input<KeyCode>` resource (which I'm doing by registering type data)
- implementing `Reflect` is currently a requirement for having type data in the `TypeRegistry`
## Solution
- derive `Reflect` for `KeyCode` and `Input`
- uses `#[reflect_value]` for `Input`, since it's fields aren't supposed to be observable
- using reflect_value would need `Clone` bounds on `T`, but since all the methods (`.pressed` etc) already require `T: Copy`, I unified everything to requiring `Copy`
- add `Send + Sync + 'static` bounds, also required by reflect derive
## Unrelated improvements
I can extract into a separate PR if needed.
- the `Reflect` derive would previously ignore `#[reflect_value]` and only accept `#[reflect_value()]` which was a bit confusing
- the generated code used `val.clone()` on a reference, which is fine if `val` impls `Clone`, but otherwise also compiles with a worse error message. Change to `std::clone::Clone::clone(val)` instead which gives a neat `T does not implement Clone` error
Make API users aware that the type aliases `QueryItem` and `QueryFetch` can be used instead of the more bloated alternative with `WorldQueryGats`.
Fixes#5842
# Objective
Make `TextLayoutInfo` more accessible as a component, rather than internal to `TextPipeline`. I am working on a plugin that manipulates these and there is no (mutable) access to them right now.
## Solution
This changes `TextPipeline::queue_text` to return `TextLayoutInfo`'s rather than storing them in a map internally. `text2d_system` and `text_system` now take the returned `TextLayoutInfo` and store it as a component of the entity. I considered adding an accessor to `TextPipeline` (e.g. `get_glyphs_mut`) but this seems like it might be a little faster, and also has the added benefit of cleaning itself up when entities are removed. Right now nothing is ever removed from the glyphs map.
## Changelog
Removed `DefaultTextPipeline`. `TextPipeline` no longer has a generic key type. `TextPipeline::queue_text` returns `TextLayoutInfo` directly.
## Migration Guide
This might break a third-party crate? I could restore the orginal TextPipeline API as a wrapper around what's in this PR.
# Objective
Fixes#5882
## Solution
Per https://github.com/rust-windowing/winit/issues/1705, the root cause is "UIWindow should be created inside UIApplicationMain". Currently, there are two places to create UIWindow, one is Plugin's build function, which is not inside UIApplicationMain. Just comment it out, and it works.
# Objective
Support monitor selection for all window modes.
Fixes#5875.
## Changelog
* Moved `MonitorSelection` out of `WindowPosition::Centered`, into `WindowDescriptor`.
* `WindowPosition::At` is now relative to the monitor instead of being in 'desktop space'.
* Renamed `MonitorSelection::Number` to `MonitorSelection::Index` for clarity.
* Added `WindowMode` to the prelude.
* `Window::set_position` is now relative to a monitor and takes a `MonitorSelection` as argument.
## Migration Guide
`MonitorSelection` was moved out of `WindowPosition::Centered`, into `WindowDescriptor`.
`MonitorSelection::Number` was renamed to `MonitorSelection::Index`.
```rust
// Before
.insert_resource(WindowDescriptor {
position: WindowPosition::Centered(MonitorSelection::Number(1)),
..default()
})
// After
.insert_resource(WindowDescriptor {
monitor: MonitorSelection::Index(1),
position: WindowPosition::Centered,
..default()
})
```
`Window::set_position` now takes a `MonitorSelection` as argument.
```rust
window.set_position(MonitorSelection::Current, position);
```
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Clean up taffy nodes when the associated UI node gets removed. The current UI code will keep the taffy nodes around forever.
## Solution
Use `RemovedComponents<Node>` to iterate over nodes that are no longer valid UI nodes or that have been despawned, and remove them from taffy and the internal hash map.
## Implementation Notes
Do note that using `despawn()` instead of `despawn_recursive()` on a UI node that has children will result in a [warnings spam](https://github.com/bevyengine/bevy/blob/main/crates/bevy_ui/src/flex/mod.rs#L120) since the children will not be part of a proper UI hierarchy anymore.
---
## Changelog
- Fixed memory leak when nodes are removed in bevy_ui
# Objective
- The `Gamepad` type is a tiny value-containing type that implements `Copy`.
- By convention, references to `Copy` types should be avoided, as they can introduce overhead and muddle the semantics of what's going on.
- This allows us to reduce boilerplate reference manipulation and lifetimes in user facing code.
## Solution
- Make assorted methods on `Gamepads` take / return a raw `Gamepad`, rather than `&Gamepad`.
## Migration Guide
- `Gamepads::iter` now returns an iterator of `Gamepad`. rather than an iterator of `&Gamepad`.
- `Gamepads::contains` now accepts a `Gamepad`, rather than a `&Gamepad`.
## Solution
Exposes the image <-> "texture" as methods on `Image`.
## Extra
I'm wondering if `image_texture_conversion.rs` should be renamed to `image_conversion.rs`. That or the file be deleted altogether in favour of putting the code alongside the rest of the `Image` impl. Its kind-of weird to refer to the `Image` as a texture.
Also `Image::convert` is a public method so I didn't want to edit its signature, but it might be nice to have the function consume the image instead of just passing a reference to it because it would eliminate a clone.
## Changelog
> Rename `image_to_texture` to `Image::from_dynamic`
> Rename `texture_to_image` to `Image::try_into_dynamic`
> `Image::try_into_dynamic` now returns a `Result` (this is to make it easier for users who didn't read that only a few conversions are supported to figure it out.)
# Objective
Document most of the public items of the `bevy_render::camera` module and its
sub-modules.
## Solution
Add docs to most public items. Follow-up from #3447.
# Objective
- Increase consistency across documentation of `Query` methods.
- Fixes#5506
## Solution
- See #4989. This PR is derived from it. It just includes changes to the `Query` methods' docs.
# Objective
Document `PipelineCache` and a few other related types.
## Solution
Add documenting comments to `PipelineCache` and a few other related
types in the same file.
# Objective
https://github.com/bevyengine/bevy/pull/503 added these.
I don't know what problem it solved, the PR doesn't say and the code didn't make it obvious to me.
## Solution
AFAIK removing unsafe `Send`/`Sync` impls can't introduce unsoundness.
Yeet.
## Migration Guide
Why tho.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
The documentation on `Reflect` doesn't account for the recently added reflection traits: [`Array`](https://github.com/bevyengine/bevy/pull/4701) and [`Enum`](https://github.com/bevyengine/bevy/pull/4761).
## Solution
Updated the documentation for `Reflect` to account for the `Array` and `Enum`.
Co-authored-by: Gino Valente <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Update notify dependency to 5.0.0 stable
- Fix breaking changes
- Closes#5861
## Solution
- RecommendedWatcher now takes a Config argument. Giving it the default Config should be the same behavior as before (check every 30 seconds)
# Objective
- Update ron to 0.8.0
- Fix breaking changes
- Closes#5862
## Solution
- Removed now non-existing method call (behavior is now the same without it)
# Objective
- Update `Query` docs with better terminology
- add some performance remarks (Fixes#4742)
## Solution
- See #4989. This PR is derived from it. It just includes changes to the `Query` struct docs.
# Objective
Promote the `Rect` utility of `sprite::Rect`, which defines a rectangle
by its minimum and maximum corners, to the `bevy_math` crate to make it
available as a general math type to all crates without the need to
depend on the `bevy_sprite` crate.
Fixes#5575
## Solution
Move `sprite::Rect` into `bevy_math` and fix all uses.
Implement `Reflect` for `Rect` directly into the `bevy_reflect` crate by
having `bevy_reflect` depend on `bevy_math`. This looks like a new
dependency, but the `bevy_reflect` was "cheating" for other math types
by directly depending on `glam` to reflect other math types, thereby
giving the illusion that there was no dependency on `bevy_math`. In
practice conceptually Bevy's math types are reflected into the
`bevy_reflect` crate to avoid a dependency of that crate to a "lower
level" utility crate like `bevy_math` (which in turn would make
`bevy_reflect` be a dependency of most other crates, and increase the
risk of circular dependencies). So this change simply formalizes that
dependency in `Cargo.toml`.
The `Rect` struct is also augmented in this change with a collection of
utility methods to improve its usability. A few uses cases are updated
to use those new methods, resulting is more clear and concise syntax.
---
## Changelog
### Changed
- Moved the `sprite::Rect` type into `bevy_math`.
### Added
- Added several utility methods to the `math::Rect` type.
## Migration Guide
The `bevy::sprite::Rect` type moved to the math utility crate as
`bevy::math::Rect`. You should change your imports from `use
bevy::sprite::Rect` to `use bevy::math::Rect`.
# Objective
- In WASM, creating a pipeline can easily take 2 seconds, freezing the game while doing so
- Preloading pipelines can be done during a "loading" state, but it is not trivial to know which pipeline to preload, or when it's done
## Solution
- Add a log with shaders being loaded and their shader defs
- add a function on `PipelineCache` to return the number of ready pipelines
# Objective
- Easier to work with model assets
- Models are often one mesh, many textures. This can be hard to use in Bevy as it's not possible to clone the scene to have one scene for each material. It's still possible to instantiate the texture-less scene, then modify the texture material once spawned but that means happening during play and is quite more painful
## Solution
- Expose the code to clone a scene. This code already existed but was only possible to use to spawn the scene
# Objective
Extend the scope of Gamepad to accommodate devices that have more inputs than a typical controller.
## Solution
Add additional enum variants to both _GamepadButtonType_ and _GamepadAxisType_ that supports up to 255 more non-standard buttons/axis respectively.
## Personal motivation
I have been writing an alternative to the GILRS crate, and with this simple change to the source code, It will be a trivial thing to direct new devices through the bevy systems, even when they do not always behave exactly like your typical controller.
# Objective
- Fixes#5850
## Solution
- As described in the issue, added a `get_entity` method on `Commands` that returns an `Option<EntityCommands>`
## Changelog
- Added the new method with a simple doc test
- I have re-used `get_entity` in `entity`, similarly to how `get_single` is used in `single` while additionally preserving the error message
- Add `#[inline]` to both functions
Entities that have commands queued to despawn system will still return commands when `get_entity` is called but that is representative of the fact that the entity is still around until those commands are flushed.
A potential `contains_entity` could also be added in this PR if desired, that would effectively be replacing Entities.contains but may be more discoverable if this is a common use case.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
I'm build a UI system for bevy. In this UI system there is a concept of a system per UI entity. I had an issue where change detection wasn't working how I would expect and it's because when a function system is ran the `last_change_tick` is updated with the latest tick(from world). In my particular case I want to "wait" to update the `last_change_tick` until after my system runs for each entity.
## Solution
Initially I thought bypassing the change detection all together would be a good fix, but on talking to some users in discord a simpler fix is to just expose `last_change_tick` to the end users. This is achieved by adding the following to the `System` trait:
```rust
/// Allows users to get the system's last change tick.
fn get_last_change_tick(&self) -> u32;
/// Allows users to set the system's last change tick.
fn set_last_change_tick(&mut self, last_change_tick: u32);
```
This causes a bit of weirdness with two implementors of `System`. `FixedTimestep` and `ChainSystem` both implement system and thus it's required that some sort of implementation be given for the new functions. I solved this by outputting a warning and not doing anything for these systems.
I think it's important to understand why I can't add the new functions only to the function system and not to the `System` trait. In my code I store the systems generically as `Box<dyn System<...>>`. I do this because I have differing parameters that are being passed in depending on the UI widget's system. As far as I can tell there isn't a way to take a system trait and cast it into a specific type without knowing what those parameters are.
In my own code this ends up looking something like:
```rust
// Runs per entity.
let old_tick = widget_system.get_last_change_tick();
should_update_children = widget_system.run((widget_tree.clone(), entity.0), world);
widget_system.set_last_change_tick(old_tick);
// later on after all the entities have been processed:
for system in context.systems.values_mut() {
system.set_last_change_tick(world.read_change_tick());
}
```
## Changelog
- Added `get_last_change_tick` and `set_last_change_tick` to `System`'s.
# Objective
Since `identity` is a const fn that takes no arguments it seems logical to make it an associated constant.
This is also more in line with types from glam (eg. `Quat::IDENTITY`).
## Migration Guide
The method `identity()` on `Transform`, `GlobalTransform` and `TransformBundle` has been deprecated.
Use the associated constant `IDENTITY` instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- `for_each` methods inconsistently used an actual generic param or `impl Trait` change it to use `impl Trait` always, change them to be consistent
- some methods returned `'w 's` or `'_ '_`, change them to return `'_ 's`
## Solution
- Do what i just said
---
## Changelog
- `iter_unsafe` and `get_unchecked` no longer return borrows tied to `'w`
## Migration Guide
transmute the returned borrow from `iter_unsafe` and `get_unchecked` if this broke you (although preferably find a way to write your code that doesnt need to do this...)
# Objective
Sometimes it's useful to be able to retrieve all the fields of a container type so that they may be processed separately. With reflection, however, we typically only have access to references.
The only alternative is to "clone" the value using `Reflect::clone_value`. This, however, returns a Dynamic type in most cases. The solution there would be to use `FromReflect` instead, but this also has a problem in that it means we need to add `FromReflect` as an additional bound.
## Solution
Add a `drain` method to all container traits. This returns a `Vec<Box<dyn Reflect>>` (except for `Map` which returns `Vec<(Box<dyn Reflect>, Box<dyn Reflect>)>`).
This allows us to do things a lot simpler. For example, if we finished processing a struct and just need a particular value:
```rust
// === OLD === //
/// May or may not return a Dynamic*** value (even if `container` wasn't a `DynamicStruct`)
fn get_output(container: Box<dyn Struct>, output_index: usize) -> Box<dyn Reflect> {
container.field_at(output_index).unwrap().clone_value()
}
// === NEW === //
/// Returns _exactly_ whatever was in the given struct
fn get_output(container: Box<dyn Struct>, output_index: usize) -> Box<dyn Reflect> {
container.drain().remove(output_index).unwrap()
}
```
### Discussion
* Is `drain` the best method name? It makes sense that it "drains" all the fields and that it consumes the container in the process, but I'm open to alternatives.
---
## Changelog
* Added a `drain` method to the following traits:
* `Struct`
* `TupleStruct`
* `Tuple`
* `Array`
* `List`
* `Map`
* `Enum`
# Objective
- The reflection `List` trait does not have a `pop` function.
- Popping elements off a list is a common use case and is almost always supported by `List`-like types.
## Solution
- Add the `pop()` method to the `List` trait and add the appropriate implementations of this function.
## Migration Guide
- Any custom type that implements the `List` trait will now need to implement the `pop` method.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#5763
## Solution
Implemented as reflect value like the current `Range`. Is there a benefit to changing everything to a reflect struct?
# Objective
remove `insert_resource_with_id` because `insert_resource_by_id` exists and does almost exactly the same thing
blocked on #5587 because otherwise we will leak a resource when it's inserted
## Solution
remove the function and also add a safety invariant of to `insert_resource_by_id` that the id be valid for the world.
I didn't see any discussion in #4447 about this safety invariant being left off in favor of a panic so I'm curious if there was one or if it just seemed nicer to have less safety invariants for callers to uphold 😅
---
## Changelog
- safety invariant added to `insert_resource_by_id` requiring the id to be valid for world
## Migration Guide
- audit any calls to `insert_resource_by_id` making sure that the id is valid for the world
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#5581
## Solution
`Window::scale_factor` already has logic for selecting the overridden or actual scale factor, so use it.
I tested this with the displays I have access to, but more testing would be nice. This seems like a pretty straightforward bug/fix though.
## Changelog
### Fixed
Fixed window centering on high-dpi displays.
# Objective
Fixes#5687
## Solution
Update the methods on the `Entity` struct to be `const`, so we can
define compile-time constants and more generally use them in a const
context.
---
## Changelog
### Added
- Most `Entity` methods are now `const fn`.
# Objective
It's not obvious that the `AssetServerSettings` resource must be added before the `AssetPlugin`.
## Solution
Add a doc comment to this effect.
# Objective
- Reduce debugging burden when using events by telling user when they missed an event.
## Solution
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Fixes#5817.
- Removes std::vec::Vec ambiguities in derive_bundle macro
## Solution
Prepend :: to standard library full Vec qualified type name (::std::vec::Vec)
# Objective
- Document `QueryCombinationIter`
## Solution
- Describe the item, add usage and examples
- Copy notes about the number of query items generated from the corresponding query methods (they will be removed in #5742 ([motivation]))
## Additional notes
- Derived from #4989
[motivation]: https://github.com/bevyengine/bevy/pull/4989#issuecomment-1208421496
# Objective
Right now, users have to implement basic system adapters such as `Option` <-> `Result` conversions by themselves. This is slightly annoying and discourages the use of system chaining.
## Solution
Add the module `system_adapter` to the prelude, which contains a collection of common adapters. This is very ergonomic in practice.
## Examples
Convenient early returning.
```rust
use bevy::prelude::*;
App::new()
// If the system fails, just try again next frame.
.add_system(pet_dog.chain(system_adapter::ignore))
.run();
#[derive(Component)]
struct Dog;
fn pet_dog(dogs: Query<(&Name, Option<&Parent>), With<Dog>>) -> Option<()> {
let (dog, dad) = dogs.iter().next()?;
println!("You pet {dog}. He/she/they are a good boy/girl/pupper.");
let (dad, _) = dogs.get(dad?.get()).ok()?;
println!("Their dad's name is {dad}");
Some(())
}
```
Converting the output of a system
```rust
use bevy::prelude::*;
App::new()
.add_system(
find_name
.chain(system_adapter::new(String::from))
.chain(spawn_with_name),
)
.run();
fn find_name() -> &'static str { /* ... */ }
fn spawn_with_name(In(name): In<String>, mut commands: Commands) {
commands.spawn().insert(Name::new(name));
}
```
---
## Changelog
* Added the module `bevy_ecs::prelude::system_adapter`, which contains a collection of common system chaining adapters.
* `new` - Converts a regular fn to a system adapter.
* `unwrap` - Similar to `Result::unwrap`
* `ignore` - Discards the output of the previous system.
# Objective
- Allow users to change the scaling of the UI
- Adopted from #2808
## Solution
- This is an accessibility feature for fixed-size UI elements, allowing the developer to expose a range of UI scales for the player to set a scale that works for their needs.
> - The user can modify the UiScale struct to change the scaling at runtime. This multiplies the Px values by the scale given, while not touching any others.
> - The example showcases how this even allows for fluid transitions
> Here's how the example looks like:
https://user-images.githubusercontent.com/1631166/132979069-044161a9-8e85-45ab-9e93-fcf8e3852c2b.mp4
---
## Changelog
- Added a `UiScale` which can be used to scale all of UI
Co-authored-by: Andreas Weibye <13300393+Weibye@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Help users who are using `load_folder` in wasm builds to find a slightly shorter path to figuring out why their stuff is broken.
## Solution
Adds a warning to `read_directory` in the `WasmAssetIo`.
This is extremely similar to the warning already emitted a few lines below for `watch_for_changes`.
# Objective
Some of the reflection impls for container types had unnecessary `Clone` bounds on their generic arguments. These come from before `FromReflect` when types were instead bound by `Reflect + Clone`. With `FromReflect` this is no longer necessary.
## Solution
Removed all leftover `Clone` bounds from types that use `FromReflect` instead.
## Note
I skipped `Result<T, E>`, `HashSet<T>`, and `Range<T>` since those do not use `FromReflect`. This should probably be handled in a separate PR since it would be a breaking change.
---
## Changelog
- Remove unnecessary `Clone` bounds on reflected containers
# Objective
#5658 made it so that `FromReflect` was used as the bound for `T` in `Option<T>`. However, it did not use this change effectively for the implementation of `Reflect::apply` (it was still using `take`, which would fail for Dynamic types).
Additionally, the changes were not consistent with other methods within the file, such as the ones for `Vec<T>` and `HashMap<K, V>`.
## Solution
Update `Option<T>` to fallback on `FromReflect` if `take` fails, instead of wholly relying on one or the other.
I also chose to update the error messages, as they weren't all too descriptive before.
---
## Changelog
- Use `FromReflect::from_reflect` as a fallback in the `Reflect::apply` implementation for `Option<T>`
# Objective
`SmallVec<T>` was missing a `GetTypeRegistration` impl.
## Solution
Added a `GetTypeRegistration` impl.
---
## Changelog
* Added a `GetTypeRegistration` impl for `SmallVec<T>`
Type registrations were only present for some of the `bevy_math` types, and missing for others. This is a very strange inconsistency, given that they all impl `Reflect` and `FromReflect`. In practice, this means these types cannot be used in scenes.
In particular, this is especially problematic, because `Affine3A` is one of the missing types, and it is now used in `GlobalTransform`. Trying to create a bevy scene that contains `GlobalTransform`s results in an error due to the missing type registration.
# Objective
- While generating https://github.com/jakobhellermann/bevy_reflect_ts_type_export/blob/main/generated/types.ts, I noticed that some types that implement `Reflect` did not register themselves
- `Viewport` isn't reflect but can be (there's a TODO)
## Solution
- register all reflected types
- derive `Reflect` for `Viewport`
## Changelog
- more types are not registered in the type registry
- remove `Serialize`, `Deserialize` impls from `Viewport`
I also decided to remove the `Serialize, Deserialize` from the `Viewport`, since they were (AFAIK) only used for reflection, which now is done without serde. So this is technically a breaking change for people who relied on that impl directly.
Personally I don't think that every bevy type should implement `Serialize, Deserialize`, as that would lead to a ton of code generation that mostly isn't necessary because we can do the same with `Reflect`, but if this is deemed controversial I can remove it from this PR.
## Migration Guide
- `KeyCode` now implements `Reflect` not as `reflect_value`, but with proper struct reflection. The `Serialize` and `Deserialize` impls were removed, now that they are no longer required for scene serialization.
# Objective
Fix a nasty system ordering bug between `update_frusta` and `camera_system` that lead to incorrect frustum s, leading to excessive culling and extremely hard-to-debug visual glitches
## Solution
- add explicit system ordering
# Objective
Very small convenience constructors added to `Size`.
Does not change current examples too much but I'm working on a rather complex UI use-case where this cuts down on some extra typing :)
# Objective
- Fixes#4451
## Solution
- Conditionally compile entity ID cursor as `AtomicI32` when compiling on a platform that does not support 64-bit atomics.
- This effectively raises the MSRV to 1.60 as it uses a `#[cfg]` that was only just stabilized there. (should this be noted in changelog?)
---
## Changelog
- Added `bevy_ecs` support for platforms without 64-bit atomic ints
## Migration Guide
N/A
# Objective
- Morten Mikkelsen clarified that the world normal and tangent must be normalized in the vertex stage and the interpolated values must not be normalized in the fragment stage. This is in order to match the mikktspace approach exactly.
- Fixes#5514 by ensuring the tangent basis matrix (TBN) is orthonormal
## Solution
- Normalize the world normal in the vertex stage and not the fragment stage
- Normalize the world tangent xyz in the vertex stage
- Take into account the sign of the determinant of the local to world matrix when calculating the bitangent
---
## Changelog
- Fixed - scaling a model that uses normal mapping now has correct lighting again
# Objective
- Fixes#5365
- The `assert!()` when the resource from `World::resource_scope` is inserted into the world is not descriptive.
## Solution
- Add more context to the assert inside of `World::resource_scope` when the `FnOnce` param inserts the resource.
# Objective
`FromReflect` is a commonly used component to the Reflect API. It's required as a bound for reflecting things like `Vec<T>` and `HashMap<K, V>` and is generally useful (if not necessary) to derive on most structs or enums.
Currently, however, it is not exported in `bevy_reflect`'s prelude. This means a module that uses `bevy_reflect` might have the following two lines:
```rust
use bevy_reflect::prelude::*;
use bevy_reflect::FromReflect;
```
Additionally, users of the full engine might need to put:
```rust
use bevy::prelude::*;
use bevy::reflect::FromReflect;
```
## Solution
Add `FromReflect` to the prelude of `bevy_reflect`.
---
## Changelog
- Added `FromReflect` to the prelude of `bevy_reflect`
# Objective
- Similar to `SystemChangeTick`, probably somewhat useful for debugging messages.
---
## Changelog
- Added `SystemName` which copies the `SystemMeta::name` field so it can be accessed within a system.
Probably a copy-paste error, but `Add<Color>` and `AddAssign<Color>` should use `rhs.as_hlsa_f32()` instead of `rhs.as_linear_rgba_f32()` when the LHS is a `Color::Hsla`. Fixes#5543.
Co-authored-by: Verte <105466627+vertesians@users.noreply.github.com>
# Objective
The reflection impls on `Option<T>` have the bound `T: Reflect + Clone`. This means that using `FromReflect` requires `Clone` even though we can normally get away with just `FromReflect`.
## Solution
Update the bounds on `Option<T>` to match that of `Vec<T>`, where `T: FromReflect`.
This helps remove a `Clone` implementation that may be undesired but added for the sole purpose of getting the code to compile.
---
## Changelog
* Reflection on `Option<T>` now has `T` bound by `FromReflect` rather than `Reflect + Clone`
* Added a `FromReflect` impl for `Instant`
## Migration Guide
If using `Option<T>` with Bevy's reflection API, `T` now needs to implement `FromReflect` rather than just `Clone`. This can be achieved easily by simply deriving `FromReflect`:
```rust
// OLD
#[derive(Reflect, Clone)]
struct Foo;
let reflected: Box<dyn Reflect> = Box::new(Some(Foo));
// NEW
#[derive(Reflect, FromReflect)]
struct Foo;
let reflected: Box<dyn Reflect> = Box::new(Some(Foo));
```
> Note: You can still derive `Clone`, but it's not required in order to compile.
# Objective
Rust 1.63 resolved [an issue](https://github.com/rust-lang/rust/issues/83701) that prevents you from combining explicit generic arguments with `impl Trait` arguments.
Now, we no longer need to use dynamic dispatch to work around this.
## Migration Guide
The methods `Schedule::get_stage` and `get_stage_mut` now accept `impl StageLabel` instead of `&dyn StageLabel`.
### Before
```rust
let stage = schedule.get_stage_mut::<SystemStage>(&MyLabel)?;
```
### After
```rust
let stage = schedule.get_stage_mut::<SystemStage>(MyLabel)?;
```
# Objective
This PR changes it possible to use vertex colors without a texture using the bevy_sprite ColorMaterial.
Fixes#5679
## Solution
- Made multiplication of the output color independent of the COLOR_MATERIAL_FLAGS_TEXTURE_BIT bit
- Extended mesh2d_vertex_color_texture example to show off both vertex colors and tinting
Not sure if extending the existing example was the right call but it seems to be reasonable to me.
I couldn't find any tests for the shaders and I think adding shader testing would be beyond the scope of this PR. So no tests in this PR. 😬
Co-authored-by: Jonas Wagner <jonas@29a.ch>
# Objective
While poking around the hierarchy code, I wondered why some asserts in tests were duplicated.
Some git blame later, I found out that commit ( 8eb0440f1e ) added already existing asserts while removing others.
## Solution
Remove the duplicated asserts.
# Objective
When an invalid attribute is inserted and the LogPlugin is not enabled the full error is not printed which means makes it hard to diagnose.
## Solution
- Always print the full message in the panic.
## Notes
I originally had a separate error log because I wanted to make it clearer for users, but this is probably causing more issues than necessary.
# Objective
Remove unused `enum DepthCalculation` and its usages. This was used to compute visible entities in the [old renderer](db665b96c0/crates/bevy_render/src/camera/visible_entities.rs), but is now unused.
## Solution
`sed 's/DepthCalculation//g'`
---
## Changelog
### Changed
Removed `bevy_render:📷:DepthCalculation`.
## Migration Guide
Remove references to `bevy_render:📷:DepthCalculation`, such as `use bevy_render:📷:DepthCalculation`. Remove `depth_calculation` fields from Projections.
# Objective
Make CI pass on bevy main.
Update to rust-1.63, updated clippy to 1.63 which introduced the following enhancements:
- [undocumented_unsafe_blocks](https://rust-lang.github.io/rust-clippy/master/index.html#undocumented_unsafe_blocks): Now also lints on unsafe trait implementations
This caught two incorrectly written ( but existing) safety comments for unsafe traits.
## Solution
Fix the comment to use `SAFETY:`
# Objective
While trying out the lint `unsafe_op_in_unsafe_fn` I noticed that `insert_resource_by_id` didn't drop the old value if it already existed, and reimplemented `Column::replace` manually for no apparent reason.
## Solution
- use `Column::replace` and add a test expecting the correct drop count
---
## Changelog
- `World::insert_resource_by_id` will now correctly drop the old resource value, if one already existed
# Objective
- The `Display` impl for `ReflectPathError` is pretty unspecific (e.g. `the current struct doesn't have a field with the given name`
- it has info for better messages available
## Solution
- make the display impl more descriptive by including values from the type
# Objective
- `ReflectMut` served no purpose that wasn't met by `Mut<dyn Reflect>` which is easier to understand since you have to deal with fewer types
- there is another `ReflectMut` type that could be confused with this one
## Solution/Changelog
- relax `T: ?Sized` bound in `Mut<T>`
- replace all instances of `ReflectMut` with `Mut<dyn Reflect>`
# Objective
Provide a safe API to access an `EntityMut`'s `World`.
## Solution
* Add `EntityMut::into_world_mut` for safe access to the entity's world.
---
## Changelog
* Add `EntityMut::into_world_mut` for safe access to the entity's world.
# Objective
`ShaderData` is marked as public, but is an internal type only used by one other
internal type, so it should be made private.
## Solution
`ShaderData` is only used in `ShaderCache`, and the latter is private,
so there is no need to make the former public. This change removes the
`pub` keyword from `ShaderData`, hidding it as the implementation detail
it is.
Split from #5600
# Objective
- I often have UI nodes that are completely transparent and just for organisation
- Don't render them
- I doesn't bring a lot of improvements, but it doesn't add a lot of complexity either
*This PR description is an edited copy of #5007, written by @alice-i-cecile.*
# Objective
Follow-up to https://github.com/bevyengine/bevy/pull/2254. The `Resource` trait currently has a blanket implementation for all types that meet its bounds.
While ergonomic, this results in several drawbacks:
* it is possible to make confusing, silent mistakes such as inserting a function pointer (Foo) rather than a value (Foo::Bar) as a resource
* it is challenging to discover if a type is intended to be used as a resource
* we cannot later add customization options (see the [RFC](https://github.com/bevyengine/rfcs/blob/main/rfcs/27-derive-component.md) for the equivalent choice for Component).
* dependencies can use the same Rust type as a resource in invisibly conflicting ways
* raw Rust types used as resources cannot preserve privacy appropriately, as anyone able to access that type can read and write to internal values
* we cannot capture a definitive list of possible resources to display to users in an editor
## Notes to reviewers
* Review this commit-by-commit; there's effectively no back-tracking and there's a lot of churn in some of these commits.
*ira: My commits are not as well organized :')*
* I've relaxed the bound on Local to Send + Sync + 'static: I don't think these concerns apply there, so this can keep things simple. Storing e.g. a u32 in a Local is fine, because there's a variable name attached explaining what it does.
* I think this is a bad place for the Resource trait to live, but I've left it in place to make reviewing easier. IMO that's best tackled with https://github.com/bevyengine/bevy/issues/4981.
## Changelog
`Resource` is no longer automatically implemented for all matching types. Instead, use the new `#[derive(Resource)]` macro.
## Migration Guide
Add `#[derive(Resource)]` to all types you are using as a resource.
If you are using a third party type as a resource, wrap it in a tuple struct to bypass orphan rules. Consider deriving `Deref` and `DerefMut` to improve ergonomics.
`ClearColor` no longer implements `Component`. Using `ClearColor` as a component in 0.8 did nothing.
Use the `ClearColorConfig` in the `Camera3d` and `Camera2d` components instead.
Co-authored-by: Alice <alice.i.cecile@gmail.com>
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- I wanted to have controls independent from keyboard layout and found that bevy doesn't have a proper implementation for that
## Solution
- I created a `ScanCode` enum with two hundreds scan codes and updated `keyboard_input_system` to include and update `ResMut<Input<ScanCode>>`
- closes both https://github.com/bevyengine/bevy/issues/2052 and https://github.com/bevyengine/bevy/issues/862
Co-authored-by: Bleb1k <91003089+Bleb1k@users.noreply.github.com>
#4197 intended to remove all `pub` constructors of `Children` and `Parent` and it seems like this one was missed.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Fixes#5544
- Part of the splitting process of #3692.
## Solution
- Document everything in the `gamepad.rs` file.
- Add a doc example for mocking gamepad input.
---
## Changelog
- Added and updated the documentation inside of the `gamepad.rs` file.
# Objective
- Similar to #5512 , the `View` struct definition in the shaders in `bevy_sprite` and `bevy_ui` were out of sync with the rust-side `ViewUniform`. Only `view_proj` was being used and is the first member and as those shaders are not customisable it makes little difference in practice, unlike for `Mesh2d`.
## Solution
- Sync shader `View` struct definition in `bevy_sprite` and `bevy_ui` with the correct definition that matches `ViewUniform`
Co-authored-by: Alice Cecile <alice.i.cecile@gmail.com>
# Objective
Change frametimediagnostic from seconds to milliseconds because this will always be less than one seconds and is the common diagnostic display unit for game engines.
## Solution
- multiplied the existing value by 1000
---
## Changelog
Frametimes are now reported in milliseconds
Co-authored-by: Syama Mishra <38512086+SyamaMishra@users.noreply.github.com>
Co-authored-by: McSpidey <mcspidey@gmail.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
In Bevy 0.8, the default filter mode was changed to linear (#4465). I believe this is a sensible default, but it's also very common to want to use point filtering (e.g. for pixel art games).
## Solution
I am proposing including `bevy_render::texture::ImageSettings` in the Bevy prelude so it is more ergonomic to change the filtering in such cases.
---
## Changelog
### Added
- Added `bevy_render::texture::ImageSettings` to prelude.
# Objective
Add reflect/from reflect impls for NonZero integer types. I'm guessing these haven't been added yet because no one has needed them as of yet.
# Objective
Simplify the worldquery trait hierarchy as much as possible by putting it all in one trait. If/when gats are stabilised this can be trivially migrated over to use them, although that's not why I made this PR, those reasons are:
- Moves all of the conceptually related unsafe code for a worldquery next to eachother
- Removes now unnecessary traits simplifying the "type system magic" in bevy_ecs
---
## Changelog
All methods/functions/types/consts on `FetchState` and `Fetch` traits have been moved to the `WorldQuery` trait and the other traits removed. `WorldQueryGats` now only contains an `Item` and `Fetch` assoc type.
## Migration Guide
Implementors should move items in impls to the `WorldQuery/Gats` traits and remove any `Fetch`/`FetchState` impls
Any use sites of items in the `Fetch`/`FetchState` traits should be updated to use the `WorldQuery` trait items instead
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Fixes#5384 and maybe other issues around window closing/app not exiting
## Solution
There are three systems involved in exiting when closing a window:
- `close_when_requested` asking Winit to close the window in stage `Update`
- `exit_on_all_closed` exiting when no window remains opened in stage `Update`
- `change_window` removing windows that are closed in stage `PostUpdate`
This ordering meant that when closing a window, we had to run one more frame to actually exit. As there was no window, panics could occur in systems assuming there was a window. In case of Bevy app using a low power options, that means waiting for the timeout before actually exiting the app (60 seconds by default)
This PR changes the ordering so that `exit_on_all_closed` happens after `change_window` in the same frame, so there isn't an extra frame without window
> In draft until #4761 is merged. See the relevant commits [here](a85fe94a18).
---
# Objective
Update enums across Bevy to use the new enum reflection and get rid of `#[reflect_value(...)]` usages.
## Solution
Find and replace all[^1] instances of `#[reflect_value(...)]` on enum types.
---
## Changelog
- Updated all[^1] reflected enums to implement `Enum` (i.e. they are no longer `ReflectRef::Value`)
## Migration Guide
Bevy-defined enums have been updated to implement `Enum` and are not considered value types (`ReflectRef::Value`) anymore. This means that their serialized representations will need to be updated. For example, given the Bevy enum:
```rust
pub enum ScalingMode {
None,
WindowSize,
Auto { min_width: f32, min_height: f32 },
FixedVertical(f32),
FixedHorizontal(f32),
}
```
You will need to update the serialized versions accordingly.
```js
// OLD FORMAT
{
"type": "bevy_render:📷:projection::ScalingMode",
"value": FixedHorizontal(720),
},
// NEW FORMAT
{
"type": "bevy_render:📷:projection::ScalingMode",
"enum": {
"variant": "FixedHorizontal",
"tuple": [
{
"type": "f32",
"value": 720,
},
],
},
},
```
This may also have other smaller implications (such as `Debug` representation), but serialization is probably the most prominent.
[^1]: All enums except `HandleId` as neither `Uuid` nor `AssetPathId` implement the reflection traits
# Objective
> This is a revival of #1347. Credit for the original PR should go to @Davier.
Currently, enums are treated as `ReflectRef::Value` types by `bevy_reflect`. Obviously, there needs to be better a better representation for enums using the reflection API.
## Solution
Based on prior work from @Davier, an `Enum` trait has been added as well as the ability to automatically implement it via the `Reflect` derive macro. This allows enums to be expressed dynamically:
```rust
#[derive(Reflect)]
enum Foo {
A,
B(usize),
C { value: f32 },
}
let mut foo = Foo::B(123);
assert_eq!("B", foo.variant_name());
assert_eq!(1, foo.field_len());
let new_value = DynamicEnum::from(Foo::C { value: 1.23 });
foo.apply(&new_value);
assert_eq!(Foo::C{value: 1.23}, foo);
```
### Features
#### Derive Macro
Use the `#[derive(Reflect)]` macro to automatically implement the `Enum` trait for enum definitions. Optionally, you can use `#[reflect(ignore)]` with both variants and variant fields, just like you can with structs. These ignored items will not be considered as part of the reflection and cannot be accessed via reflection.
```rust
#[derive(Reflect)]
enum TestEnum {
A,
// Uncomment to ignore all of `B`
// #[reflect(ignore)]
B(usize),
C {
// Uncomment to ignore only field `foo` of `C`
// #[reflect(ignore)]
foo: f32,
bar: bool,
},
}
```
#### Dynamic Enums
Enums may be created/represented dynamically via the `DynamicEnum` struct. The main purpose of this struct is to allow enums to be deserialized into a partial state and to allow dynamic patching. In order to ensure conversion from a `DynamicEnum` to a concrete enum type goes smoothly, be sure to add `FromReflect` to your derive macro.
```rust
let mut value = TestEnum::A;
// Create from a concrete instance
let dyn_enum = DynamicEnum::from(TestEnum::B(123));
value.apply(&dyn_enum);
assert_eq!(TestEnum::B(123), value);
// Create a purely dynamic instance
let dyn_enum = DynamicEnum::new("TestEnum", "A", ());
value.apply(&dyn_enum);
assert_eq!(TestEnum::A, value);
```
#### Variants
An enum value is always represented as one of its variants— never the enum in its entirety.
```rust
let value = TestEnum::A;
assert_eq!("A", value.variant_name());
// Since we are using the `A` variant, we cannot also be the `B` variant
assert_ne!("B", value.variant_name());
```
All variant types are representable within the `Enum` trait: unit, struct, and tuple.
You can get the current type like:
```rust
match value.variant_type() {
VariantType::Unit => println!("A unit variant!"),
VariantType::Struct => println!("A struct variant!"),
VariantType::Tuple => println!("A tuple variant!"),
}
```
> Notice that they don't contain any values representing the fields. These are purely tags.
If a variant has them, you can access the fields as well:
```rust
let mut value = TestEnum::C {
foo: 1.23,
bar: false
};
// Read/write specific fields
*value.field_mut("bar").unwrap() = true;
// Iterate over the entire collection of fields
for field in value.iter_fields() {
println!("{} = {:?}", field.name(), field.value());
}
```
#### Variant Swapping
It might seem odd to group all variant types under a single trait (why allow `iter_fields` on a unit variant?), but the reason this was done ~~is to easily allow *variant swapping*.~~ As I was recently drafting up the **Design Decisions** section, I discovered that other solutions could have been made to work with variant swapping. So while there are reasons to keep the all-in-one approach, variant swapping is _not_ one of them.
```rust
let mut value: Box<dyn Enum> = Box::new(TestEnum::A);
value.set(Box::new(TestEnum::B(123))).unwrap();
```
#### Serialization
Enums can be serialized and deserialized via reflection without needing to implement `Serialize` or `Deserialize` themselves (which can save thousands of lines of generated code). Below are the ways an enum can be serialized.
> Note, like the rest of reflection-based serialization, the order of the keys in these representations is important!
##### Unit
```json
{
"type": "my_crate::TestEnum",
"enum": {
"variant": "A"
}
}
```
##### Tuple
```json
{
"type": "my_crate::TestEnum",
"enum": {
"variant": "B",
"tuple": [
{
"type": "usize",
"value": 123
}
]
}
}
```
<details>
<summary>Effects on Option</summary>
This ends up making `Option` look a little ugly:
```json
{
"type": "core::option::Option<usize>",
"enum": {
"variant": "Some",
"tuple": [
{
"type": "usize",
"value": 123
}
]
}
}
```
</details>
##### Struct
```json
{
"type": "my_crate::TestEnum",
"enum": {
"variant": "C",
"struct": {
"foo": {
"type": "f32",
"value": 1.23
},
"bar": {
"type": "bool",
"value": false
}
}
}
}
```
## Design Decisions
<details>
<summary><strong>View Section</strong></summary>
This section is here to provide some context for why certain decisions were made for this PR, alternatives that could have been used instead, and what could be improved upon in the future.
### Variant Representation
One of the biggest decisions was to decide on how to represent variants. The current design uses a "all-in-one" design where unit, tuple, and struct variants are all simultaneously represented by the `Enum` trait. This is not the only way it could have been done, though.
#### Alternatives
##### 1. Variant Traits
One way of representing variants would be to define traits for each variant, implementing them whenever an enum featured at least one instance of them. This would allow us to define variants like:
```rust
pub trait Enum: Reflect {
fn variant(&self) -> Variant;
}
pub enum Variant<'a> {
Unit,
Tuple(&'a dyn TupleVariant),
Struct(&'a dyn StructVariant),
}
pub trait TupleVariant {
fn field_len(&self) -> usize;
// ...
}
```
And then do things like:
```rust
fn get_tuple_len(foo: &dyn Enum) -> usize {
match foo.variant() {
Variant::Tuple(tuple) => tuple.field_len(),
_ => panic!("not a tuple variant!")
}
}
```
The reason this PR does not go with this approach is because of the fact that variants are not separate types. In other words, we cannot implement traits on specific variants— these cover the *entire* enum. This means we offer an easy footgun:
```rust
let foo: Option<i32> = None;
let my_enum = Box::new(foo) as Box<dyn TupleVariant>;
```
Here, `my_enum` contains `foo`, which is a unit variant. However, since we need to implement `TupleVariant` for `Option` as a whole, it's possible to perform such a cast. This is obviously wrong, but could easily go unnoticed. So unfortunately, this makes it not a good candidate for representing variants.
##### 2. Variant Structs
To get around the issue of traits necessarily needing to apply to both the enum and its variants, we could instead use structs that are created on a per-variant basis. This was also considered but was ultimately [[removed](71d27ab3c6) due to concerns about allocations.
Each variant struct would probably look something like:
```rust
pub trait Enum: Reflect {
fn variant_mut(&self) -> VariantMut;
}
pub enum VariantMut<'a> {
Unit,
Tuple(TupleVariantMut),
Struct(StructVariantMut),
}
struct StructVariantMut<'a> {
fields: Vec<&'a mut dyn Reflect>,
field_indices: HashMap<Cow<'static, str>, usize>
}
```
This allows us to isolate struct variants into their own defined struct and define methods specifically for their use. It also prevents users from casting to it since it's not a trait. However, this is not an optimal solution. Both `field_indices` and `fields` will require an allocation (remember, a `Box<[T]>` still requires a `Vec<T>` in order to be constructed). This *might* be a problem if called frequently enough.
##### 3. Generated Structs
The original design, implemented by @Davier, instead generates structs specific for each variant. So if we had a variant path like `Foo::Bar`, we'd generate a struct named `FooBarWrapper`. This would be newtyped around the original enum and forward tuple or struct methods to the enum with the chosen variant.
Because it involved using the `Tuple` and `Struct` traits (which are also both bound on `Reflect`), this meant a bit more code had to be generated. For a single struct variant with one field, the generated code amounted to ~110LoC. However, each new field added to that variant only added ~6 more LoC.
In order to work properly, the enum had to be transmuted to the generated struct:
```rust
fn variant(&self) -> crate::EnumVariant<'_> {
match self {
Foo::Bar {value: i32} => {
let wrapper_ref = unsafe {
std::mem::transmute::<&Self, &FooBarWrapper>(self)
};
crate::EnumVariant::Struct(wrapper_ref as &dyn crate::Struct)
}
}
}
```
This works because `FooBarWrapper` is defined as `repr(transparent)`.
Out of all the alternatives, this would probably be the one most likely to be used again in the future. The reasons for why this PR did not continue to use it was because:
* To reduce generated code (which would hopefully speed up compile times)
* To avoid cluttering the code with generated structs not visible to the user
* To keep bevy_reflect simple and extensible (these generated structs act as proxies and might not play well with current or future systems)
* To avoid additional unsafe blocks
* My own misunderstanding of @Davier's code
That last point is obviously on me. I misjudged the code to be too unsafe and unable to handle variant swapping (which it probably could) when I was rebasing it. Looking over it again when writing up this whole section, I see that it was actually a pretty clever way of handling variant representation.
#### Benefits of All-in-One
As stated before, the current implementation uses an all-in-one approach. All variants are capable of containing fields as far as `Enum` is concerned. This provides a few benefits that the alternatives do not (reduced indirection, safer code, etc.).
The biggest benefit, though, is direct field access. Rather than forcing users to have to go through pattern matching, we grant direct access to the fields contained by the current variant. The reason we can do this is because all of the pattern matching happens internally. Getting the field at index `2` will automatically return `Some(...)` for the current variant if it has a field at that index or `None` if it doesn't (or can't).
This could be useful for scenarios where the variant has already been verified or just set/swapped (or even where the type of variant doesn't matter):
```rust
let dyn_enum: &mut dyn Enum = &mut Foo::Bar {value: 123};
// We know it's the `Bar` variant
let field = dyn_enum.field("value").unwrap();
```
Reflection is not a type-safe abstraction— almost every return value is wrapped in `Option<...>`. There are plenty of places to check and recheck that a value is what Reflect says it is. Forcing users to have to go through `match` each time they want to access a field might just be an extra step among dozens of other verification processes.
Some might disagree, but ultimately, my view is that the benefit here is an improvement to the ergonomics and usability of reflected enums.
</details>
---
## Changelog
### Added
* Added `Enum` trait
* Added `Enum` impl to `Reflect` derive macro
* Added `DynamicEnum` struct
* Added `DynamicVariant`
* Added `EnumInfo`
* Added `VariantInfo`
* Added `StructVariantInfo`
* Added `TupleVariantInfo`
* Added `UnitVariantInfo`
* Added serializtion/deserialization support for enums
* Added `EnumSerializer`
* Added `VariantType`
* Added `VariantFieldIter`
* Added `VariantField`
* Added `enum_partial_eq(...)`
* Added `enum_hash(...)`
### Changed
* `Option<T>` now implements `Enum`
* `bevy_window` now depends on `bevy_reflect`
* Implemented `Reflect` and `FromReflect` for `WindowId`
* Derive `FromReflect` on `PerspectiveProjection`
* Derive `FromReflect` on `OrthographicProjection`
* Derive `FromReflect` on `WindowOrigin`
* Derive `FromReflect` on `ScalingMode`
* Derive `FromReflect` on `DepthCalculation`
## Migration Guide
* Enums no longer need to be treated as values and usages of `#[reflect_value(...)]` can be removed or replaced by `#[reflect(...)]`
* Enums (including `Option<T>`) now take a different format when serializing. The format is described above, but this may cause issues for existing scenes that make use of enums.
---
Also shout out to @nicopap for helping clean up some of the code here! It's a big feature so help like this is really appreciated!
Co-authored-by: Gino Valente <gino.valente.code@gmail.com>
# Objective
Currently, actually using a `Local` on a system requires that it be `T: FromWorld`, but that requirement is only expressed on the `SystemParam` machinery, which leads to the confusing error message for when the user attempts to add an invalid system. By adding these bounds to `Local` directly, it improves clarity on usage and semantics.
## Solution
- Add `T: FromWorld` bound to `Local`'s definition
## Migration Guide
- It might be possible for references to `Local`s without `T: FromWorld` to exist, but these should be exceedingly rare and probably dead code. In the event that one of these is encountered, the easiest solutions are to delete the code or wrap the inner `T` in an `Option` to allow it to be default constructed to `None`.
# Objective
- Migrate changes from #3503.
## Solution
- Change `Size<T>` and `UiRect<T>` to `Size` and `UiRect` using `Val`.
- Implement `Sub`, `SubAssign`, `Mul`, `MulAssign`, `Div` and `DivAssign` for `Val`.
- Update tests for `Size`.
---
## Changelog
### Changed
- The generic `T` of `Size` and `UiRect` got removed and instead they both now always use `Val`.
## Migration Guide
- The generic `T` of `Size` and `UiRect` got removed and instead they both now always use `Val`. If you used a `Size<f32>` consider replacing it with a `Vec2` which is way more powerful.
Co-authored-by: KDecay <KDecayMusic@protonmail.com>
# Objective
View mesh2d_view_types.wgsl was missing a couple of fields present in bevy::render::ViewUniform, causing rendering issues for shaders using later fields.
## Solution
Solved by adding the fields in question
# Objective
- Fix / support KTX2 array / cubemap / cubemap array textures
- Fixes#4495 . Supersedes #4514 .
## Solution
- Add `Option<TextureViewDescriptor>` to `Image` to enable configuration of the `TextureViewDimension` of a texture.
- This allows users to set `D2Array`, `D3`, `Cube`, `CubeArray` or whatever they need
- Automatically configure this when loading KTX2
- Transcode all layers and faces instead of just one
- Use the UASTC block size of 128 bits, and the number of blocks in x/y for a given mip level in order to determine the offset of the layer and face within the KTX2 mip level data
- `wgpu` wants data ordered as layer 0 mip 0..n, layer 1 mip 0..n, etc. See https://docs.rs/wgpu/latest/wgpu/util/trait.DeviceExt.html#tymethod.create_texture_with_data
- Reorder the data KTX2 mip X layer Y face Z to `wgpu` layer Y face Z mip X order
- Add a `skybox` example to demonstrate / test loading cubemaps from PNG and KTX2, including ASTC 4x4, BC7, and ETC2 compression for support everywhere. Note that you need to enable the `ktx2,zstd` features to be able to load the compressed textures.
---
## Changelog
- Fixed: KTX2 array / cubemap / cubemap array textures
- Fixes: Validation failure for compressed textures stored in KTX2 where the width/height are not a multiple of the block dimensions.
- Added: `Image` now has an `Option<TextureViewDescriptor>` field to enable configuration of the texture view. This is useful for configuring the `TextureViewDimension` when it is not just a plain 2D texture and the loader could/did not identify what it should be.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Replace `many_for_each_mut` with `iter_many_mut` using the same tricks to avoid aliased mutability that `iter_combinations_mut` uses.
<sub>I tried rebasing the draft PR I made for this before and it died. F</sub>
## Why
`many_for_each_mut` is worse for a few reasons:
1. The closure prevents the use of `continue`, `break`, and `return` behaves like a limited `continue`.
2. rustfmt will crumple it and double the indentation when the line gets too long.
```rust
query.many_for_each_mut(
&entity_list,
|(mut transform, velocity, mut component_c)| {
// Double trouble.
},
);
```
3. It is more surprising to have `many_for_each_mut` as a mutable counterpart to `iter_many` than `iter_many_mut`.
4. It required a separate unsafe fn; more unsafe code to maintain.
5. The `iter_many_mut` API matches the existing `iter_combinations_mut` API.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Sadly, #4944 introduces a serious exponential despawn behavior, which cannot be included in 0.8. [Handling AABBs properly is a controversial topic](https://github.com/bevyengine/bevy/pull/5423#issuecomment-1199995825) and one that deserves more time than the day we have left before release.
## Solution
This reverts commit c2b332f98a.
# Objective
- Expose the wgpu debug label on storage buffer types.
## Solution
🐄
- Add an optional cow static string and pass that to the label field of create_buffer_with_data
- This pattern is already used by Bevy for debug tags on bind group and layout descriptors.
---
Example Usage:
A buffer is given a label using the label function. Alternatively a buffer may be labeled when it is created if the default() convention is not used.
![ray_buf](https://user-images.githubusercontent.com/106117615/179366494-f037bd8c-4d65-4b37-8135-01ac0c5c8ee0.png)
Here is the buffer appearing with the correct name in RenderDoc. Previously the buffer would have an anonymous name such as "Buffer223":
![buffer_named](https://user-images.githubusercontent.com/106117615/179366552-faeb6c27-5373-4e4e-a0e2-c04446f95a4b.png)
Co-authored-by: rebelroad-reinhart <reinhart@rebelroad.gg>
# Objective
- Improve performance when rendering text
## Solution
- While playing with example `many_buttons`, I noticed a lot of time was spent converting colours
- Investigating, the biggest culprit seems to be text colour. Each glyph in a text is an individual UI node for rendering, with a copy of the colour. Making the conversion to RGBA linear only once per text section reduces the number of conversion done once rendering.
- This improves FPS for example `many_buttons` from ~33 to ~42
- I did the same change for text 2d
# Objective
I found this small ux hiccup when writing the 0.8 blog post:
```rust
image.sampler = ImageSampler::Descriptor(ImageSampler::nearest_descriptor());
```
Not good!
## Solution
```rust
image.sampler = ImageSampler::nearest();
```
(there are Good Reasons to keep around the nearest_descriptor() constructor and I think it belongs on this type)
# Objective
`ReadOnlyWorldQuery` should have required `Self::ReadOnly = Self` so that calling `.iter()` on a readonly query is equivelent to calling `iter_mut()`.
## Solution
add `ReadOnly = Self` to the definition of `ReadOnlyWorldQuery`
---
## Changelog
ReadOnlyWorldQuery's `ReadOnly` assoc type is now always equal to `Self`
## Migration Guide
Make `Self::ReadOnly = Self` hold
# Objective
fix an error in shadow map indexing that occurs when point lights without shadows are used in conjunction with spotlights with shadows
## Solution
calculate point_light_count correctly
# Objective
Enable treating components and resources equally, which can
simplify the implementation of some systems where only the change
detection feature is relevant and not the kind of object (resource or
component).
## Solution
Implement `From<ResMut<T>>` and `From<NonSendMut<T>>` for
`Mut`. Since the 3 structs are similar, and only differ by their system
param role, the conversion is trivial.
---
## Changelog
Added - `From<ResMut>` and `From<NonSendMut>` for `Mut<T>`.
# Objective
- Even though it's marked as optional, it is no longer possible to not depend on `bevy_render` as it's a dependency of `bevy_scene`
## Solution
- Make `bevy_scene` optional
- For the minimalist among us, also make `bevy_asset` optional
# Objective
- Fix some typos
## Solution
For the first time in my life, I made a pull request to OSS.
Am I right?
Co-authored-by: eiei114 <60887155+eiei114@users.noreply.github.com>
# Objective
- `#![warn(missing_docs)]` was added to bevy_asset in #3536
- A method was not documented when targeting wasm
## Solution
- Add documentation for it
# Objective
Some generic types like `Option<T>`, `Vec<T>` and `HashMap<K, V>` implement `Reflect` when where their generic types `T`/`K`/`V` implement `Serialize + for<'de> Deserialize<'de>`.
This is so that in their `GetTypeRegistration` impl they can insert the `ReflectSerialize` and `ReflectDeserialize` type data structs.
This has the annoying side effect that if your struct contains a `Option<NonSerdeStruct>` you won't be able to derive reflect (https://github.com/bevyengine/bevy/issues/4054).
## Solution
- remove the `Serialize + Deserialize` bounds on wrapper types
- this means that `ReflectSerialize` and `ReflectDeserialize` will no longer be inserted even for `.register::<Option<DoesImplSerde>>()`
- add `register_type_data<T, D>` shorthand for `registry.get_mut(T).insert(D::from_type<T>())`
- require users to register their specific generic types **and the serde types** separately like
```rust
.register_type::<Option<String>>()
.register_type_data::<Option<String>, ReflectSerialize>()
.register_type_data::<Option<String>, ReflectDeserialize>()
```
I believe this is the best we can do for extensibility and convenience without specialization.
## Changelog
- `.register_type` for generic types like `Option<T>`, `Vec<T>`, `HashMap<K, V>` will no longer insert `ReflectSerialize` and `ReflectDeserialize` type data. Instead you need to register it separately for concrete generic types like so:
```rust
.register_type::<Option<String>>()
.register_type_data::<Option<String>, ReflectSerialize>()
.register_type_data::<Option<String>, ReflectDeserialize>()
```
TODO: more docs and tweaks to the scene example to demonstrate registering generic types.
# Objective
- wgpu 0.13 has validation to ensure that the width and height specified for a texture are both multiples of the respective block width and block height. This means validation fails for compressed textures with say a 4x4 block size, but non-modulo-4 image width/height.
## Solution
- Using `Extent3d`'s `physical_size()` method in the `dds` loader. It takes a `TextureFormat` argument and ensures the resolution is correct.
---
## Changelog
- Fixes: Validation failure for compressed textures stored in `dds` where the width/height are not a multiple of the block dimensions.
# Objective
the bevy pbr shader doesn't handle at all normal maps
if a mesh doesn't have backed tangents. This is a pitfall
(that I fell into) and needs to be documented.
# Solution
Document the behavior. (Also document a few other
`StandardMaterial` fields)
## Changelog
* Add documentation to `emissive`, `normal_map_texture` and `occlusion_texture` fields of `StandardMaterial`.
# Objective
I've found there is a duplicated line, probably left after some copy paste.
## Solution
- removed it
---
Co-authored-by: adsick <vadimgangsta73@gmail.com>
# Objective
UI nodes can be hidden by setting their `Visibility` property. Since #5310 was merged, this is now ergonomic to use, as visibility is now inherited.
However, UI nodes still receive (and store) interactions when hidden, resulting in surprising hidden state (and an inability to otherwise disable UI nodes.
## Solution
Fixes#5360.
I've updated the `ui_focus_system` to accomplish this in a minimally intrusive way, and updated the docs to match.
**NOTE:** I have not added automated tests to verify this behavior, as we do not currently have a good testing paradigm for `bevy_ui`. I'm not thrilled with that by any means, but I'm not sure fixing it is within scope.
## Paths not taken
### Separate `Disabled` component
This is a much larger and more controversial change, and not well-scoped to UI.
Furthermore, it is extremely rare that you want hidden UI elements to function: the most common cases are for things like changing tabs, collapsing elements or so on.
Splitting this behavior would be more complex, and substantially violate user expectations.
### A separate limbo world
Mentioned in the linked issue. Super cool, but all of the problems of the `Disabled` component solution with a whole new RFC-worth of complexity.
### Using change detection to reduce the amount of redundant work
Adds a lot of complexity for questionable performance gains. Likely involves a complete refactor of the entire system.
We simply don't have the tests or benchmarks here to justify this.
## Changelog
- UI nodes are now always in an `Interaction::None` state while they are hidden (via the `ComputedVisibility` component).
# Objective
- Fixes#5293
- UI nodes with a rotation that made the top left corner lower than the top right corner (z rotations greater than π/4) were culled
## Solution
- Do not cull nodes with a rotation, but don't do proper culling in this case
As a reminder, changing rotation and scale of UI nodes is not recommended as it won't impact layout. This is a quick fix but doesn't handle properly rotations and scale in clipping/culling. This would need a lot more work as mentioned here: c2b332f98a/crates/bevy_ui/src/render/mod.rs (L404-L405)
# Objective
I noticed while working on #5366 that the documentation for label types wasn't working correctly. Having experimented with this for a few weeks, I believe that generating docs in macros is more effort than it's worth.
## Solution
Add more boilerplate, copy-paste and edit the docs across types. This also lets us add custom doctests for specific types. Also, we don't need `concat_idents` as a dependency anymore.
# Objective
- Migrate changes from #3503.
## Solution
- Document `Size` and `UiRect`.
- I also removed the type alias from the `size_ops` test since it's unnecessary.
## Follow Up
After this change is merged I'd follow up with removing the generics from `Size` and `UiRect` since `Val` should be extensible enough. This was also discussed and decided on in #3503. let me know if this is not needed or wanted anymore!
# Objective
I want to use the `deno_runtime` crate in my game, but it has a conflict with the version of the `notify` crate that Bevy depends on.
## Solution
Updates the version of the `notify` crate the Bevy depends on.
If users try to implement a custom asset loader, they must manually import anyhow::error as it's used by the asset loader trait but not exported.
2b93ab5812/examples/asset/custom_asset.rs (L25)Fixes#3138
Co-authored-by: sark <sarkahn@hotmail.com>
# Objective
Creating UI elements is very boilerplate-y with lots of indentation.
This PR aims to reduce boilerplate around creating text elements.
## Changelog
* Renamed `Text::with_section` to `from_section`.
It no longer takes a `TextAlignment` as argument, as the vast majority of cases left it `Default::default()`.
* Added `Text::from_sections` which creates a `Text` from a list of `TextSections`.
Reduces line-count and reduces indentation by one level.
* Added `Text::with_alignment`.
A builder style method for setting the `TextAlignment` of a `Text`.
* Added `TextSection::new`.
Does not reduce line count, but reduces character count and made it easier to read. No more `.to_string()` calls!
* Added `TextSection::from_style` which creates an empty `TextSection` with a style.
No more empty strings! Reduces indentation.
* Added `TextAlignment::CENTER` and friends.
* Added methods to `TextBundle`. `from_section`, `from_sections`, `with_text_alignment` and `with_style`.
## Note for reviewers.
Because of the nature of these changes I recommend setting diff view to 'split'.
~~Look for the book icon~~ cog in the top-left of the Files changed tab.
Have fun reviewing ❤️
<sup> >:D </sup>
## Migration Guide
`Text::with_section` was renamed to `from_section` and no longer takes a `TextAlignment` as argument.
Use `with_alignment` to set the alignment instead.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- Fix some small errors in the documentation of the `OwningPtr` struct.
## Solution
- Change comments with 4 slashes `////` to doc comments with 3 slashes `///`.
- Fix typos.
# Objective
Update the `calculate_bounds` system to update `Aabb`s
for entities who've either:
- gotten a new mesh
- had their mesh mutated
Fixes https://github.com/bevyengine/bevy/issues/4294.
## Solution
There are two commits here to address the two issues above:
### Commit 1
**This Commit**
Updates the `calculate_bounds` system to operate not only on entities
without `Aabb`s but also on entities whose `Handle<Mesh>` has changed.
**Why?**
So if an entity gets a new mesh, its associated `Aabb` is properly
recalculated.
**Questions**
- This type is getting pretty gnarly - should I extract some types?
- This system is public - should I add some quick docs while I'm here?
### Commit 2
**This Commit**
Updates `calculate_bounds` to update `Aabb`s of entities whose meshes
have been directly mutated.
**Why?**
So if an entity's mesh gets updated, its associated `Aabb` is properly
recalculated.
**Questions**
- I think we should be using `ahash`. Do we want to do that with a
direct `hashbrown` dependency or an `ahash` dependency that we
configure the `HashMap` with?
- There is an edge case of duplicates with `Vec<Entity>` in the
`HashMap`. If an entity gets its mesh handle changed and changed back
again it'll be added to the list twice. Do we want to use a `HashSet`
to avoid that? Or do a check in the list first (assuming iterating
over the `Vec` is faster and this edge case is rare)?
- There is an edge case where, if an entity gets a new mesh handle and
then its old mesh is updated, we'll update the entity's `Aabb` to the
new geometry of the _old_ mesh. Do we want to remove items from the
`Local<HashMap>` when handles change? Does the `Changed` event give us
the old mesh handle? If not we might need to have a
`HashMap<Entity, Handle<Mesh>>` or something so we can unlink entities
from mesh handles when the handle changes.
- I did the `zip()` with the two `HashMap` gets assuming those would
be faster than calculating the Aabb of the mesh (otherwise we could do
`meshes.get(mesh_handle).and_then(Mesh::compute_aabb).zip(entity_mesh_map...)`
or something). Is that assumption way off?
## Testing
I originally tried testing this with `bevy_mod_raycast` as mentioned in the
original issue but it seemed to work (maybe they are currently manually
updating the Aabbs?). I then tried doing it in 2D but it looks like
`Handle<Mesh>` is just for 3D. So I took [this example](https://github.com/bevyengine/bevy/blob/main/examples/3d/pbr.rs)
and added some systems to mutate/assign meshes:
<details>
<summary>Test Script</summary>
```rust
use bevy::prelude::*;
use bevy::render:📷:ScalingMode;
use bevy::render::primitives::Aabb;
/// Make sure we only mutate one mesh once.
#[derive(Eq, PartialEq, Clone, Debug, Default)]
struct MutateMeshState(bool);
/// Let's have a few global meshes that we can cycle between.
/// This way we can be assigned a new mesh, mutate the old one, and then get the old one assigned.
#[derive(Eq, PartialEq, Clone, Debug, Default)]
struct Meshes(Vec<Handle<Mesh>>);
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.init_resource::<MutateMeshState>()
.init_resource::<Meshes>()
.add_startup_system(setup)
.add_system(assign_new_mesh)
.add_system(show_aabbs.after(assign_new_mesh))
.add_system(mutate_meshes.after(show_aabbs))
.run();
}
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut global_meshes: ResMut<Meshes>,
mut materials: ResMut<Assets<StandardMaterial>>,
) {
let m1 = meshes.add(Mesh::from(shape::Icosphere::default()));
let m2 = meshes.add(Mesh::from(shape::Icosphere {
radius: 0.90,
..Default::default()
}));
let m3 = meshes.add(Mesh::from(shape::Icosphere {
radius: 0.80,
..Default::default()
}));
global_meshes.0.push(m1.clone());
global_meshes.0.push(m2);
global_meshes.0.push(m3);
// add entities to the world
// sphere
commands.spawn_bundle(PbrBundle {
mesh: m1,
material: materials.add(StandardMaterial {
base_color: Color::hex("ffd891").unwrap(),
..default()
}),
..default()
});
// new 3d camera
commands.spawn_bundle(Camera3dBundle {
projection: OrthographicProjection {
scale: 3.0,
scaling_mode: ScalingMode::FixedVertical(1.0),
..default()
}
.into(),
..default()
});
// old 3d camera
// commands.spawn_bundle(OrthographicCameraBundle {
// transform: Transform::from_xyz(0.0, 0.0, 8.0).looking_at(Vec3::default(), Vec3::Y),
// orthographic_projection: OrthographicProjection {
// scale: 0.01,
// ..default()
// },
// ..OrthographicCameraBundle::new_3d()
// });
}
fn show_aabbs(query: Query<(Entity, &Handle<Mesh>, &Aabb)>) {
for thing in query.iter() {
println!("{thing:?}");
}
}
/// For testing the second part - mutating a mesh.
///
/// Without the fix we should see this mutate an old mesh and it affects the new mesh that the
/// entity currently has.
/// With the fix, the mutation doesn't affect anything until the entity is reassigned the old mesh.
fn mutate_meshes(
mut meshes: ResMut<Assets<Mesh>>,
time: Res<Time>,
global_meshes: Res<Meshes>,
mut mutate_mesh_state: ResMut<MutateMeshState>,
) {
let mutated = mutate_mesh_state.0;
if time.seconds_since_startup() > 4.5 && !mutated {
println!("Mutating {:?}", global_meshes.0[0]);
let m = meshes.get_mut(&global_meshes.0[0]).unwrap();
let mut p = m.attribute(Mesh::ATTRIBUTE_POSITION).unwrap().clone();
use bevy::render::mesh::VertexAttributeValues;
match &mut p {
VertexAttributeValues::Float32x3(v) => {
v[0] = [10.0, 10.0, 10.0];
}
_ => unreachable!(),
}
m.insert_attribute(Mesh::ATTRIBUTE_POSITION, p);
mutate_mesh_state.0 = true;
}
}
/// For testing the first part - assigning a new handle.
fn assign_new_mesh(
mut query: Query<&mut Handle<Mesh>, With<Aabb>>,
time: Res<Time>,
global_meshes: Res<Meshes>,
) {
let s = time.seconds_since_startup() as usize;
let idx = s % global_meshes.0.len();
for mut handle in query.iter_mut() {
*handle = global_meshes.0[idx].clone_weak();
}
}
```
</details>
## Changelog
### Fixed
Entity `Aabb`s not updating when meshes are mutated or re-assigned.
# Objective
- Allows conversion of mutable queries to immutable queries.
- Fixes#4606
## Solution
- Add `to_readonly` method on `Query`, which uses `QueryState::as_readonly`
- `AsRef` is not feasible because creation of new queries is needed.
---
## Changelog
### Added
- Allows conversion of mutable queries to immutable queries using `Query::to_readonly`.
# Objective
https://github.com/bevyengine/bevy/pull/4447 adds functions that can fetch resources/components as `*const ()` ptr by providing the `ComponentId`. This alone is not enough for them to be usable safely with reflection, because there is no general way to go from the raw pointer to a `&dyn Reflect` which is the pointer + a pointer to the VTable of the `Reflect` impl.
By adding a `ReflectFromPtr` type that is included in the type type registration when deriving `Reflect`, safe functions can be implemented in scripting languages that don't assume a type layout and can access the component data via reflection:
```rust
#[derive(Reflect)]
struct StringResource {
value: String
}
```
```lua
local res_id = world:resource_id_by_name("example::StringResource")
local res = world:resource(res_id)
print(res.value)
```
## Solution
1. add a `ReflectFromPtr` type with a `FromType<T: Reflect>` implementation and the following methods:
- ` pub unsafe fn as_reflect_ptr<'a>(&self, val: Ptr<'a>) -> &'a dyn Reflect`
- ` pub unsafe fn as_reflect_ptr_mut<'a>(&self, val: PtrMut<'a>) -> &'a mud dyn Reflect`
Safety requirements of the methods are that you need to check that the `ReflectFromPtr` was constructed for the correct type.
2. add that type to the `TypeRegistration` in the `GetTypeRegistration` impl generated by `#[derive(Reflect)]`.
This is different to other reflected traits because it doesn't need `#[reflect(ReflectReflectFromPtr)]` which IMO should be there by default.
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
after #5355, three methods were added on world:
* `send_event`
* `send_event_batch`
* `send_default_event`
rename `send_default_event` to `send_event_default` for better discoverability
# Objective
- Provide better compile-time errors and diagnostics.
- Add more options to allow more textures types and sampler types.
- Update array_texture example to use upgraded AsBindGroup derive macro.
## Solution
Split out the parsing of the inner struct/field attributes (the inside part of a `#[foo(...)]` attribute) for better clarity
Parse the binding index for all inner attributes, as it is part of all attributes (`#[foo(0, ...)`), then allow each attribute implementer to parse the rest of the attribute metadata as needed. This should make it very trivial to extend/change if needed in the future.
Replaced invocations of `panic!` with the `syn::Error` type, providing fine-grained errors that retains span information. This provides much nicer compile-time errors, and even better IDE errors.
![image](https://user-images.githubusercontent.com/7478134/179452241-6d85d440-4b67-44da-80a7-9d47e8c88b8a.png)
Updated the array_texture example to demonstrate the new changes.
## New AsBindGroup attribute options
### `#[texture(u32, ...)]`
Where `...` is an optional list of arguments.
| Arguments | Values | Default |
|-------------- |---------------------------------------------------------------- | ----------- |
| dimension = "..." | `"1d"`, `"2d"`, `"2d_array"`, `"3d"`, `"cube"`, `"cube_array"` | `"2d"` |
| sample_type = "..." | `"float"`, `"depth"`, `"s_int"` or `"u_int"` | `"float"` |
| filterable = ... | `true`, `false` | `true` |
| multisampled = ... | `true`, `false` | `false` |
| visibility(...) | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` |
Example: `#[texture(0, dimension = "2d_array", visibility(vertex, fragment))]`
### `#[sampler(u32, ...)]`
Where `...` is an optional list of arguments.
| Arguments | Values | Default |
|----------- |--------------------------------------------------- | ----------- |
| sampler_type = "..." | `"filtering"`, `"non_filtering"`, `"comparison"`. | `"filtering"` |
| visibility(...) | `all`, `none`, or a list-combination of `vertex`, `fragment`, `compute` | `vertex`, `fragment` |
Example: `#[sampler(0, sampler_type = "filtering", visibility(vertex, fragment)]`
## Changelog
- Added more options to `#[texture(...)]` and `#[sampler(...)]` attributes, supporting more kinds of materials. See above for details.
- Upgraded IDE and compile-time error messages.
- Updated array_texture example using the new options.
# Objective
- With access to `World`, it's not obvious how to send an event.
- This is especially useful if you are writing a `Command` that needs to send an `Event`.
- `Events` are a first-class construct in bevy, even though they are just `Resources` under the hood. Their methods should be discoverable.
## Solution
- Provide a simple helpers to send events through `Res<Events<T>>`.
---
## Changelog
> `send_event`, `send_default_event`, and `send_event_batch` methods added to `World`.
# Objective
Fixes#5362
## Solution
Add the attribute `#[label(ignore_fields)]` for `*Label` types.
```rust
#[derive(SystemLabel)]
pub enum MyLabel {
One,
// Previously this was not allowed since labels cannot contain data.
#[system_label(ignore_fields)]
Two(PhantomData<usize>),
}
```
## Notes
This label makes it possible for equality to behave differently depending on whether or not you are treating the type as a label. For example:
```rust
#[derive(SystemLabel, PartialEq, Eq)]
#[system_label(ignore_fields)]
pub struct Foo(usize);
```
If you compare it as a label, it will ignore the wrapped fields as the user requested. But if you compare it as a `Foo`, the derive will incorrectly compare the inner fields. I see a few solutions
1. Do nothing. This is technically intended behavior, but I think we should do our best to prevent footguns.
2. Generate impls of `PartialEq` and `Eq` along with the `#[derive(Label)]` macros. This is a breaking change as it requires all users to remove these derives from their types.
3. Only allow `PhantomData` to be used with `ignore_fields` -- seems needlessly prescriptive.
---
## Changelog
* Added the `ignore_fields` attribute to the derive macros for `*Label` types.
* Added an example showing off different forms of the derive macro.
<!--
## Migration Guide
> This section is optional. If there are no breaking changes, you can delete this section.
- If this PR is a breaking change (relative to the last release of Bevy), describe how a user might need to migrate their code to support these changes
- Simply adding new functionality is not a breaking change.
- Fixing behavior that was definitely a bug, rather than a questionable design choice is not a breaking change.
-->
# Objective
remove `QF` generics from a bunch of types and methods on query related items. this has a few benefits:
- simplifies type signatures `fn iter(&self) -> QueryIter<'_, 's, Q::ReadOnly, F::ReadOnly>` is (imo) conceptually simpler than `fn iter(&self) -> QueryIter<'_, 's, Q, ROQueryFetch<'_, Q>, F>`
- `Fetch` is mostly an implementation detail but previously we had to expose it on every `iter` `get` etc method
- Allows us to potentially in the future simplify the `WorldQuery` trait hierarchy by removing the `Fetch` trait
## Solution
remove the `QF` generic and add a way to (unsafely) turn `&QueryState<Q1, F1>` into `&QueryState<Q2, F2>`
---
## Changelog/Migration Guide
The `QF` generic was removed from various `Query` iterator types and some methods, you should update your code to use the type of the corresponding worldquery of the fetch type that was being used, or call `as_readonly`/`as_nop` to convert a querystate to the appropriate type. For example:
`.get_single_unchecked_manual::<ROQueryFetch<Q>>(..)` -> `.as_readonly().get_single_unchecked_manual(..)`
`my_field: QueryIter<'w, 's, Q, ROQueryFetch<'w, Q>, F>` -> `my_field: QueryIter<'w, 's, Q::ReadOnly, F::ReadOnly>`
# Objective
- Help user when they need to add both a `TransformBundle` and a `VisibilityBundle`
## Solution
- Add a `SpatialBundle` adding all components
# Objective
[This unwrap()](de484c1e41/crates/bevy_pbr/src/pbr_material.rs (L195)) in pbr_material.rs will be hit if a StandardMaterial normal_map image has not finished loading, resulting in an error message that is hard to debug.
## Solution
~~This PR improves the error message including a potential indication of why the unwrap() could have panic'd by using expect() instead of unwrap().~~
This PR removes the panic by only proceeding if the image is found.
---
## Changelog
Don't panic when StandardMaterial normal_map images have not finished loading.
# Objective
- Fixes #5338
- Allow the usage of `use bevy::ui::Size` (see migration guide in #4285)
## Solution
- Remove the `use crate::Size` import so that the `pub use geometry::*` import also publicly uses the `Size` struct.
# Objective
- 0.8 is coming soon, and our mikktspace implementation is unsound - see https://github.com/gltf-rs/mikktspace/issues/26
- Best not to ship that
## Solution
- Fix the unsoundness in a minimal way
- Obviously there might be others, but it seems unlikely we have any way to know about those
# Objective
- Add capability to use `Affine3A`s for some `GlobalTransform`s. This allows affine transformations that are not possible using a single `Transform` such as shear and non-uniform scaling along an arbitrary axis.
- Related to #1755 and #2026
## Solution
- `GlobalTransform` becomes an enum wrapping either a `Transform` or an `Affine3A`.
- The API of `GlobalTransform` is minimized to avoid inefficiency, and to make it clear that operations should be performed using the underlying data types.
- using `GlobalTransform::Affine3A` disables transform propagation, because the main use is for cases that `Transform`s cannot support.
---
## Changelog
- `GlobalTransform`s can optionally support any affine transformation using an `Affine3A`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Port changes made to Material in #5053 to Material2d as well.
This is more or less an exact copy of the implementation in bevy_pbr; I
simply pretended the API existed, then copied stuff over until it
started building and the shapes example was working again.
# Objective
The changes in #5053 makes it possible to add custom materials with a lot less boiler plate. However, the implementation isn't shared with Material 2d as it's a kind of fork of the bevy_pbr version. It should be possible to use AsBindGroup on the 2d version as well.
## Solution
This makes the same kind of changes in Material2d in bevy_sprite.
This makes the following work:
```rust
//! Draws a circular purple bevy in the middle of the screen using a custom shader
use bevy::{
prelude::*,
reflect::TypeUuid,
render::render_resource::{AsBindGroup, ShaderRef},
sprite::{Material2d, Material2dPlugin, MaterialMesh2dBundle},
};
fn main() {
App::new()
.add_plugins(DefaultPlugins)
.add_plugin(Material2dPlugin::<CustomMaterial>::default())
.add_startup_system(setup)
.run();
}
/// set up a simple 2D scene
fn setup(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<CustomMaterial>>,
asset_server: Res<AssetServer>,
) {
commands.spawn_bundle(MaterialMesh2dBundle {
mesh: meshes.add(shape::Circle::new(50.).into()).into(),
material: materials.add(CustomMaterial {
color: Color::PURPLE,
color_texture: Some(asset_server.load("branding/icon.png")),
}),
transform: Transform::from_translation(Vec3::new(-100., 0., 0.)),
..default()
});
commands.spawn_bundle(Camera2dBundle::default());
}
/// The Material2d trait is very configurable, but comes with sensible defaults for all methods.
/// You only need to implement functions for features that need non-default behavior. See the Material api docs for details!
impl Material2d for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"shaders/custom_material.wgsl".into()
}
}
// This is the struct that will be passed to your shader
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
# Objective
Fixes#4907. Fixes#838. Fixes#5089.
Supersedes #5146. Supersedes #2087. Supersedes #865. Supersedes #5114
Visibility is currently entirely local. Set a parent entity to be invisible, and the children are still visible. This makes it hard for users to hide entire hierarchies of entities.
Additionally, the semantics of `Visibility` vs `ComputedVisibility` are inconsistent across entity types. 3D meshes use `ComputedVisibility` as the "definitive" visibility component, with `Visibility` being just one data source. Sprites just use `Visibility`, which means they can't feed off of `ComputedVisibility` data, such as culling information, RenderLayers, and (added in this pr) visibility inheritance information.
## Solution
Splits `ComputedVisibilty::is_visible` into `ComputedVisibilty::is_visible_in_view` and `ComputedVisibilty::is_visible_in_hierarchy`. For each visible entity, `is_visible_in_hierarchy` is computed by propagating visibility down the hierarchy. The `ComputedVisibility::is_visible()` function combines these two booleans for the canonical "is this entity visible" function.
Additionally, all entities that have `Visibility` now also have `ComputedVisibility`. Sprites, Lights, and UI entities now use `ComputedVisibility` when appropriate.
This means that in addition to visibility inheritance, everything using Visibility now also supports RenderLayers. Notably, Sprites (and other 2d objects) now support `RenderLayers` and work properly across multiple views.
Also note that this does increase the amount of work done per sprite. Bevymark with 100,000 sprites on `main` runs in `0.017612` seconds and this runs in `0.01902`. That is certainly a gap, but I believe the api consistency and extra functionality this buys us is worth it. See [this thread](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for more info. Note that #5146 in combination with #5114 _are_ a viable alternative to this PR and _would_ perform better, but that comes at the cost of api inconsistencies and doing visibility calculations in the "wrong" place. The current visibility system does have potential for performance improvements. I would prefer to evolve that one system as a whole rather than doing custom hacks / different behaviors for each feature slice.
Here is a "split screen" example where the left camera uses RenderLayers to filter out the blue sprite.
![image](https://user-images.githubusercontent.com/2694663/178814868-2e9a2173-bf8c-4c79-8815-633899d492c3.png)
Note that this builds directly on #5146 and that @james7132 deserves the credit for the baseline visibility inheritance work. This pr moves the inherited visibility field into `ComputedVisibility`, then does the additional work of porting everything to `ComputedVisibility`. See my [comments here](https://github.com/bevyengine/bevy/pull/5146#issuecomment-1182783452) for rationale.
## Follow up work
* Now that lights use ComputedVisibility, VisibleEntities now includes "visible lights" in the entity list. Functionally not a problem as we use queries to filter the list down in the desired context. But we should consider splitting this out into a separate`VisibleLights` collection for both clarity and performance reasons. And _maybe_ even consider scoping `VisibleEntities` down to `VisibleMeshes`?.
* Investigate alternative sprite rendering impls (in combination with visibility system tweaks) that avoid re-generating a per-view fixedbitset of visible entities every frame, then checking each ExtractedEntity. This is where most of the performance overhead lives. Ex: we could generate ExtractedEntities per-view using the VisibleEntities list, avoiding the need for the bitset.
* Should ComputedVisibility use bitflags under the hood? This would cut down on the size of the component, potentially speed up the `is_visible()` function, and allow us to cheaply expand ComputedVisibility with more data (ex: split out local visibility and parent visibility, add more culling classes, etc).
---
## Changelog
* ComputedVisibility now takes hierarchy visibility into account.
* 2D, UI and Light entities now use the ComputedVisibility component.
## Migration Guide
If you were previously reading `Visibility::is_visible` as the "actual visibility" for sprites or lights, use `ComputedVisibilty::is_visible()` instead:
```rust
// before (0.7)
fn system(query: Query<&Visibility>) {
for visibility in query.iter() {
if visibility.is_visible {
log!("found visible entity");
}
}
}
// after (0.8)
fn system(query: Query<&ComputedVisibility>) {
for visibility in query.iter() {
if visibility.is_visible() {
log!("found visible entity");
}
}
}
```
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
Export and register a missing type from `glam`.
Reflect impls were already present, but not registered.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
- There is a warning when building in release:
```
warning: unused import: `Local`
--> crates/bevy_render/src/extract_resource.rs:4:34
|
4 | use bevy_ecs::system::{Commands, Local, Res, ResMut, Resource};
| ^^^^^
|
= note: `#[warn(unused_imports)]` on by default
```
- It's used 814f8d1635/crates/bevy_render/src/extract_resource.rs (L45)
- Fix it
## Solution
- Gate the import
# Objective
- Closes#4954
- Reduce the complexity of the `{System, App, *}Label` APIs.
## Solution
For the sake of brevity I will only refer to `SystemLabel`, but everything applies to all of the other label types as well.
- Add `SystemLabelId`, a lightweight, `copy` struct.
- Convert custom types into `SystemLabelId` using the trait `SystemLabel`.
## Changelog
- String literals implement `SystemLabel` for now, but this should be changed with #4409 .
## Migration Guide
- Any previous use of `Box<dyn SystemLabel>` should be replaced with `SystemLabelId`.
- `AsSystemLabel` trait has been modified.
- No more output generics.
- Method `as_system_label` now returns `SystemLabelId`, removing an unnecessary level of indirection.
- If you *need* a label that is determined at runtime, you can use `Box::leak`. Not recommended.
## Questions for later
* Should we generate a `Debug` impl along with `#[derive(*Label)]`?
* Should we rename `as_str()`?
* Should we remove the extra derives (such as `Hash`) from builtin `*Label` types?
* Should we automatically derive types like `Clone, Copy, PartialEq, Eq`?
* More-ergonomic comparisons between `Label` and `LabelId`.
* Move `Dyn{Eq, Hash,Clone}` somewhere else.
* Some API to make interning dynamic labels easier.
* Optimize string representation
* Empty string for unit structs -- no debug info but faster comparisons
* Don't show enum types -- same tradeoffs as asbove.
This replaces `rand` with `fastrand` as the source of randomness for `HandleId::new()` in `bevy_asset`. This was the only crate with a dependency on `rand`, and now the dependency exists only as a dev-dependency.
`fastrand` was already in the dependency tree, thanks to `futures-lite`, `async-executor`, and `tempfile` to name a few.
## Changelog
Removed `rand` from dependencies in `bevy_asset` in favor of existing in-tree `fast-rand`
Add compile time check for if a system is an exclusive system. Resolves#4788
Co-authored-by: Daniel Liu <mr.picklepinosaur@gmail.com>
Co-authored-by: Daniel Liu <danieliu3120@gmail.com>
Following https://github.com/bevyengine/bevy/pull/5124 I decided to add the `ExactSizeIterator` impl for `QueryCombinationIter`.
Also:
- Clean up the tests for `size_hint` and `len` for both the normal `QueryIter` and `QueryCombinationIter`.
- Add tests to `QueryCombinationIter` when it shouldn't be `ExactSizeIterator`
---
## Changelog
- Added `ExactSizeIterator` implementation for `QueryCombinatonIter`
# Objective
- `.iter_combinations_*()` cannot be used on custom derived `WorldQuery`, so this fixes that
- Fixes#5284
## Solution
- `#[derive(Clone)]` on the `Fetch` of the proc macro derive.
- `#[derive(Clone)]` for `AnyOf` to satisfy tests.
Someone noted that the `rotate_around` method did not give the results they expected: [discord thread](https://discord.com/channels/691052431525675048/996497295325544479)
I tested `rotate_around` and their workaround and it seems like it was indeed incorrect.
Here is a scene with some cubes at different angles all being rotated around the center on the Y axis.
https://user-images.githubusercontent.com/29694403/178598432-407d7e80-1caf-4b17-b69b-66d9156c81e1.mp4
Interestingly, the middle cube rotates as you might expect. This threw me for a bit of a loop before I added the other cubes to the test haha.
Here is the same scene with the order multiplication of the quaternions flipped in `rotate_around`.
https://user-images.githubusercontent.com/29694403/178598446-a98026f3-524c-448b-8437-4d0d3175c6ca.mp4
That looks better :)
## Changelog
* Fixed `rotate_around` rotating the wrong way around
* Added `translate_around`. - Split out the translation code from `rotate_around`.
* Simplified/optimized `rotate_local_*` methods. - Yep, That works somehow.
<sup>Quaternions sure are wacky. Do not ask me how this works exactly, haha.</sup>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Generally a good idea.
I ran into this because I wanted to store `Gamepads` in a wrapper struct in https://github.com/Leafwing-Studios/leafwing-input-manager/pull/168.
This PR allows the `Debug` derive used there to continue working. I could workaround this with a custom impl, but a PR upstream seemed like the right fix.
# Objective
Improve documentation, information users of the limitations in bevy's idiomatic patterns, and suggesting alternatives for when those limitations are encountered.
## Solution
* Add documentation to `Commands` informing the user of the option of writing one-shot commands with closures.
* Add documentation to `EventWriter` regarding the limitations of event types, and suggesting alternatives using commands.
# Objective
Fixes#5304
## Solution
Instead of using a simple utility function for loading, which uses a default allocation limit of 512MB, we use a Reader object which can be configured ad hoc.
## Changelog
> This section is optional. If this was a trivial fix, or has no externally-visible impact, you can delete this section.
- Allows loading of textures larger than 512MB
# Objective
- Wireframes are currently not rendering on main because they aren't being extracted correctly
## Solution
- Extract the wireframes correctly
# Objective
When someone searches in rustdoc for `world_to_screen`, they now will
find `world_to_viewport`. The method was renamed in 0.8, it would be
nice to allow users to find the new name more easily.
---
# Objective
This PR aims to document the `bevy_asset` crate to complete coverage, while also trying to improve some bits of UX.
### Progress
- [x] Root items
- [x] `handle` module
- [x] `info` module
- [x] `path` module
- [x] `loader` module
- [x] `io` and `filesystem_watcher` module
- [x] `assets` module
- [x] `asset_server` module
- [x] `diagnostic` module
- [x] `debug_asset_server` module
- [x] Crate level documentation
- [x] Add `#![warn(missing_docs)]` lint
Coverage: 100%
## Migration Guide
- Rename `FileAssetIo::get_root_path` uses to `FileAssetIo::get_base_path`
`FileAssetIo::root_path()` is a getter for the `root_path` field, while `FileAssetIo::get_root_path` returned the parent directory of the asset root path, which was the executable's directory unless `CARGO_MANIFEST_DIR` was set. This change solves the ambiguity between the two methods.
# Objective
- Added a bunch of backticks to things that should have them, like equations, abstract variable names,
- Changed all small x, y, and z to capitals X, Y, Z.
This might be more annoying than helpful; Feel free to refuse this PR.
# Objective
- The time update is currently done in the wrong part of the schedule. For a single frame the current order of things is update input, update time (First stage), other stages, render stage (frame presentation). So when we update the time it includes the input processing of the current frame and the frame presentation of the previous frame. This is a problem when vsync is on. When input processing takes a longer amount of time for a frame, the vsync wait time gets shorter. So when these are not paired correctly we can potentially have a long input processing time added to the normal vsync wait time in the previous frame. This leads to inaccurate frame time reporting and more variance of the time than actually exists. For more details of why this is an issue see the linked issue below.
- Helps with https://github.com/bevyengine/bevy/issues/4669
- Supercedes https://github.com/bevyengine/bevy/pull/4728 and https://github.com/bevyengine/bevy/pull/4735. This PR should be less controversial than those because it doesn't add to the API surface.
## Solution
- The most accurate frame time would come from hardware. We currently don't have access to that for multiple reasons, so the next best thing we can do is measure the frame time as close to frame presentation as possible. This PR gets the Instant::now() for the time immediately after frame presentation in the render system and then sends that time to the app world through a channel.
- implements suggestion from @aevyrie from here https://github.com/bevyengine/bevy/pull/4728#discussion_r872010606
## Statistics
![image](https://user-images.githubusercontent.com/2180432/168410265-f249f66e-ea9d-45d1-b3d8-7207a7bc536c.png)
---
## Changelog
- Make frame time reporting more accurate.
## Migration Guide
`time.delta()` now reports zero for 2 frames on startup instead of 1 frame.
Remove unnecessary calls to `iter()`/`iter_mut()`.
Mainly updates the use of queries in our code, docs, and examples.
```rust
// From
for _ in list.iter() {
for _ in list.iter_mut() {
// To
for _ in &list {
for _ in &mut list {
```
We already enable the pedantic lint [clippy::explicit_iter_loop](https://rust-lang.github.io/rust-clippy/stable/) inside of Bevy. However, this only warns for a few known types from the standard library.
## Note for reviewers
As you can see the additions and deletions are exactly equal.
Maybe give it a quick skim to check I didn't sneak in a crypto miner, but you don't have to torture yourself by reading every line.
I already experienced enough pain making this PR :)
Co-authored-by: devil-ira <justthecooldude@gmail.com>
Resolves#5004. As suggested in the original issue, change tuple types to their corresponding vector type.
## migration guide
Changed the following fields
- `WindowCommand::SetWindowMode.resolution` from `(u32, u32)` to `UVec2`
- `WindowCommand::SetResolution.logical_resolution` from `(f32, f32)` to `Vec2`
Co-authored-by: Daniel Liu <mr.picklepinosaur@gmail.com>
# Objective
- Validate the format of the values with the expected attribute format.
- Currently, if you pass the wrong format, it will crash somewhere unrelated with a very cryptic error message, so it's really hard to debug for beginners.
## Solution
- Compare the format and panic when unexpected format is passed
## Note
- I used a separate `error!()` for a human friendly message because the panic message is very noisy and hard to parse for beginners. I don't mind changing this to only a panic if people prefer that.
- This could potentially be something that runs only in debug mode, but I don't think inserting attributes is done often enough for this to be an issue.
Co-authored-by: Charles <IceSentry@users.noreply.github.com>
Small optimization. `.collect()` from arrays generates very nice code without reallocations: https://rust.godbolt.org/z/6E6c595bq
Co-authored-by: Kornel <kornel@geekhood.net>
# Objective
Currently some TextureFormats are not supported by the Image type.
The `TextureFormat::R16Unorm` format is useful for storing heightmaps.
This small change would unblock releasing my terrain plugin on bevy 0.8.
## Solution
Added `TextureFormat::R16Unorm` support to Image.
This is an alternative (short term solution) to the large texture format issue https://github.com/bevyengine/bevy/pull/4124.
# Objective
- Slight documentation tweak to make it more clear that `FloatOrd` also implements `Hash` and `Eq`, not just `Ord`.
- I know that it does show that Hash is implemented in the docs, but I had missed it after reading the description and assuming it didn't do it, so hopefully this helps other people who might miss it like I did. :)
## Solution
- Just mention in the Hash and Eq implementation in the docstring.
# Objective
- Currently bevy_ui only checks for primary window cursor position to determine `Interaction` behavior.
- Added checks for focused window where cursor position is available.
- Fixes#5224.
## Solution
- Added checks for focused windows in `Interaction` focus system.
## Follow Up
- All windows with camera will be rendering the UI elements right now.
- We will need some way to tell which camera to render which UI.
---
Co-authored-by: fadhliazhari <44402264+fadhliazhari@users.noreply.github.com>
# Objective
- Enable the `axis_dpad_to_button` gilrs filter to map hats to dpad buttons on supported remotes.
- Fixes https://github.com/Leafwing-Studios/leafwing-input-manager/issues/149
- Might have fixed the confusion related to https://github.com/bevyengine/bevy/issues/3229
## Solution
- Enables the `axis_dpad_to_button` filter in `gilrs` which will use it's remote mapping information to see if there are hats mapped to dpads for that remote model. I don't really understand the logic it uses exactly, but it is usually enabled by default in gilrs and I believe it probably leads to more intuitive mapping compared to the current situation of dpad buttons being mapped to an axis.
- Removes the `GamepadAxisType::DPadX` and `GamepadAxisType::DPadY` enum variants to avoid user confusion. Those variants should never be emitted anyway, for all supported remotes.
---
## Changelog
### Changed
- Removed `GamepadAxisType::DPadX` and `GamepadAxisType::DPadY` in favor of using `GamepadButtonType::DPad[Up/Down/Left/Right]` instead.
## Migration Guide
If your game reads gamepad events or queries the axis state of `GamePadAxisType::DPadX` or `GamePadAxisType::DPadY`, then you must migrate your code to check whether or not the `GamepadButtonType::DPadUp`, `GamepadButtonType::DPadDown`, etc. buttons were pressed instead.
# Objective
`ReflectResource` and `ReflectComponent` will panic on `apply` method if there is no such component. It's not very ergonomic. And not very good for performance since I need to check if such component exists first.
## Solution
* Add `ReflectComponent::apply_or_insert` and `ReflectResource::apply_or_insert` functions.
* Rename `ReflectComponent::add` into `ReflectComponent::insert` for consistency.
---
## Changelog
### Added
* `ReflectResource::apply_or_insert` and `ReflectComponent::apply_on_insert`.
### Changed
* Rename `ReflectComponent::add` into `ReflectComponent::insert` for consistency.
* Use `ReflectComponent::apply_on_insert` in `DynamicScene` instead of manual checking.
## Migration Guide
* Rename `ReflectComponent::add` into `ReflectComponent::insert`.
# Objective
- Extracting resources currently always uses commands, which requires *at least* one additional move of the extracted value, as well as dynamic dispatch.
- Addresses https://github.com/bevyengine/bevy/pull/4402#discussion_r911634931
## Solution
- Write the resource into a `ResMut<R>` directly.
- Fall-back to commands if the resource hasn't been added yet.
## Objective
Implement absolute minimum viable product for the changes proposed in bevyengine/rfcs#53.
## Solution
- Remove public mutative access to `Parent` (Children is already publicly read-only). This includes public construction methods like `Copy`, `Clone`, and `Default`.
- Remove `PreviousParent`
- Remove `parent_update_system`
- Update all hierarchy related commands to immediately update both `Parent` and `Children` references.
## Remaining TODOs
- [ ] Update documentation for both `Parent` and `Children`. Discourage using `EntityCommands::remove`
- [x] Add `HierarchyEvent` to notify listeners of hierarchy updates. This is meant to replace listening on `PreviousParent`
## Followup
- These changes should be best moved to the hooks mentioned in #3742.
- Backing storage for both might be best moved to indexes mentioned in the same relations.
# Objective
- Currently, the `Extract` `RenderStage` is executed on the main world, with the render world available as a resource.
- However, when needing access to resources in the render world (e.g. to mutate them), the only way to do so was to get exclusive access to the whole `RenderWorld` resource.
- This meant that effectively only one extract which wrote to resources could run at a time.
- We didn't previously make `Extract`ing writing to the world a non-happy path, even though we want to discourage that.
## Solution
- Move the extract stage to run on the render world.
- Add the main world as a `MainWorld` resource.
- Add an `Extract` `SystemParam` as a convenience to access a (read only) `SystemParam` in the main world during `Extract`.
## Future work
It should be possible to avoid needing to use `get_or_spawn` for the render commands, since now the `Commands`' `Entities` matches up with the world being executed on.
We need to determine how this interacts with https://github.com/bevyengine/bevy/pull/3519
It's theoretically possible to remove the need for the `value` method on `Extract`. However, that requires slightly changing the `SystemParam` interface, which would make it more complicated. That would probably mess up the `SystemState` api too.
## Todo
I still need to add doc comments to `Extract`.
---
## Changelog
### Changed
- The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase.
Resources on the render world can now be accessed using `ResMut` during extract.
### Removed
- `Commands::spawn_and_forget`. Use `Commands::get_or_spawn(e).insert_bundle(bundle)` instead
## Migration Guide
The `Extract` `RenderStage` now runs on the render world (instead of the main world as before).
You must use the `Extract` `SystemParam` to access the main world during the extract phase. `Extract` takes a single type parameter, which is any system parameter (such as `Res`, `Query` etc.). It will extract this from the main world, and returns the result of this extraction when `value` is called on it.
For example, if previously your extract system looked like:
```rust
fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
for cloud in clouds.iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
the new version would be:
```rust
fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
for cloud in clouds.value().iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
The diff is:
```diff
--- a/src/clouds.rs
+++ b/src/clouds.rs
@@ -1,5 +1,5 @@
-fn extract_clouds(mut commands: Commands, clouds: Query<Entity, With<Cloud>>) {
- for cloud in clouds.iter() {
+fn extract_clouds(mut commands: Commands, mut clouds: Extract<Query<Entity, With<Cloud>>>) {
+ for cloud in clouds.value().iter() {
commands.get_or_spawn(cloud).insert(Cloud);
}
}
```
You can now also access resources from the render world using the normal system parameters during `Extract`:
```rust
fn extract_assets(mut render_assets: ResMut<MyAssets>, source_assets: Extract<Res<MyAssets>>) {
*render_assets = source_assets.clone();
}
```
Please note that all existing extract systems need to be updated to match this new style; even if they currently compile they will not run as expected. A warning will be emitted on a best-effort basis if this is not met.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Support removing attributes from meshes. For an example use case, meshes created using the bevy::predule::shape types or loaded from external files may have attributes that are not needed for the materials they will be rendered with.
This was extracted from PR #5222.
## Solution
Implement Mesh::remove_attribute().
# Objective
Bevy requires meshes to include UV coordinates, even if the material does not use any textures, and will fail with an error `ERROR bevy_pbr::material: Mesh is missing requested attribute: Vertex_Uv (MeshVertexAttributeId(2), pipeline type: Some("bevy_pbr::material::MaterialPipeline<bevy_pbr::pbr_material::StandardMaterial>"))` otherwise. The objective of this PR is to permit this.
## Solution
This PR follows the design of #4528, which added support for per-vertex colours. It adds a shader define called VERTEX_UVS which indicates the presence of UV coordinates to the shader.
# Objective
add spotlight support
## Solution / Changelog
- add spotlight angles (inner, outer) to ``PointLight`` struct. emitted light is linearly attenuated from 100% to 0% as angle tends from inner to outer. Direction is taken from the existing transform rotation.
- add spotlight direction (vec3) and angles (f32,f32) to ``GpuPointLight`` struct (60 bytes -> 80 bytes) in ``pbr/render/lights.rs`` and ``mesh_view_bind_group.wgsl``
- reduce no-buffer-support max point light count to 204 due to above
- use spotlight data to attenuate light in ``pbr.wgsl``
- do additional cluster culling on spotlights to minimise cost in ``assign_lights_to_clusters``
- changed one of the lights in the lighting demo to a spotlight
- also added a ``spotlight`` demo - probably not justified but so reviewers can see it more easily
## notes
increasing the size of the GpuPointLight struct on my machine reduces the FPS of ``many_lights -- sphere`` from ~150fps to 140fps.
i thought this was a reasonable tradeoff, and felt better than handling spotlights separately which is possible but would mean introducing a new bind group, refactoring light-assignment code and adding new spotlight-specific code in pbr.wgsl. the FPS impact for smaller numbers of lights should be very small.
the cluster culling strategy reintroduces the cluster aabb code which was recently removed... sorry. the aabb is used to get a cluster bounding sphere, which can then be tested fairly efficiently using the strategy described at the end of https://bartwronski.com/2017/04/13/cull-that-cone/. this works well with roughly cubic clusters (where the cluster z size is close to the same as x/y size), less well for other cases like single Z slice / tiled forward rendering. In the worst case we will end up just keeping the culling of the equivalent point light.
Co-authored-by: François <mockersf@gmail.com>
# Objective
`EntityMap` lacks documentation, don't have `len()` / `is_empty` and `insert` doesn't work as in the regular HashMap`.
## Solution
* Add `len()` method.
* Return previously mapped entity from `insert()` as in the regular `HashMap`.
* Add documentation.
---
## Changelog
* Add `EntityMap::len()`.
* Return previously mapped entity from `EntityMap::insert()` as in the regular `HashMap`.
* Add documentation for `EntityMap` methods.
# Objective
It is currently hard to configure the `WindowPlugin`, as it is added as part of the `DefaultPlugins`. Ideally this should not be difficult.
## Solution
Remove the configuration from the plugin itself and put it as a `Resource`, similar to how it is done for almost all other plugins.
## Migration Guide
If you are currently configuring the behavior of the `WindowPlugin`, by constructing it manually, then you will need to instead create add the `WindowSettings` as a resource.
# Objective
In bevy 0.7, `CameraUi` was a component specifically added to cameras
that display the UI. Since camera-driven rendering was merged, it
actually does the opposite! This will make it difficult for current
users to adapt to 0.8.
## Solution
To avoid unnecessary confusion, we rename `CameraUi` into
`UiCameraConfig`.
---
## Changelog
- Rename `CameraUi` to `UiCameraConfig`
# Objective
Remove suffixes from reflect component and resource methods to closer match bevy norms.
## Solution
removed suffixes and also fixed a spelling error
---
# Objective
- Help users fix issue when their app panic when executing a command on a despawned entity
## Solution
- Add an error code and a page describing how to debug the issue
# Objective
Make it easier to create pipelines derived from the `Material2dPipeline`. Currently this is made difficult because the fields of `Material2dKey` are private.
## Solution
Make the fields public.
# Objective
- To implement `Reflect` for more glam types.
## Solution
insert `impl_reflect_struct` invocations for more glam types. I am not sure about the boolean vectors, since none of them implement `Serde::Serialize/Deserialize`, and the SIMD versions don't have public fields.
I do still think implementing reflection is useful for BVec's since then they can be incorporated into `Reflect`'ed components and set dynamically even if as a whole + it's more consistent.
## Changelog
Implemented `Reflect` for the following types
- BVec2
- BVec3
- **BVec3A** (on simd supported platforms only)
- BVec4
- **BVec4A** (on simd supported platforms only)
- Mat2
- Mat3A
- DMat2
- Affine2
- Affine3A
- DAffine2
- DAffine3
- EulerRot
# Objective
Reduce the boilerplate code needed to make draw order sorting work correctly when queuing items through new common functionality. Also fix several instances in the bevy code-base (mostly examples) where this boilerplate appears to be incorrect.
## Solution
- Moved the logic for handling back-to-front vs front-to-back draw ordering into the PhaseItems by inverting the sort key ordering of Opaque3d and AlphaMask3d. The means that all the standard 3d rendering phases measure distance in the same way. Clients of these structs no longer need to know to negate the distance.
- Added a new utility struct, ViewRangefinder3d, which encapsulates the maths needed to calculate a "distance" from an ExtractedView and a mesh's transform matrix.
- Converted all the occurrences of the distance calculations in Bevy and its examples to use ViewRangefinder3d. Several of these occurrences appear to be buggy because they don't invert the view matrix or don't negate the distance where appropriate. This leads me to the view that Bevy should expose a facility to correctly perform this calculation.
## Migration Guide
Code which creates Opaque3d, AlphaMask3d, or Transparent3d phase items _should_ use ViewRangefinder3d to calculate the distance value.
Code which manually calculated the distance for Opaque3d or AlphaMask3d phase items and correctly negated the z value will no longer depth sort correctly. However, incorrect depth sorting for these types will not impact the rendered output as sorting is only a performance optimisation when drawing with depth-testing enabled. Code which manually calculated the distance for Transparent3d phase items will continue to work as before.
# Objective
`SAFETY` comments are meant to be placed before `unsafe` blocks and should contain the reasoning of why in this case the usage of unsafe is okay. This is useful when reading the code because it makes it clear which assumptions are required for safety, and makes it easier to spot possible unsoundness holes. It also forces the code writer to think of something to write and maybe look at the safety contracts of any called unsafe methods again to double-check their correct usage.
There's a clippy lint called `undocumented_unsafe_blocks` which warns when using a block without such a comment.
## Solution
- since clippy expects `SAFETY` instead of `SAFE`, rename those
- add `SAFETY` comments in more places
- for the last remaining 3 places, add an `#[allow()]` and `// TODO` since I wasn't comfortable enough with the code to justify their safety
- add ` #![warn(clippy::undocumented_unsafe_blocks)]` to `bevy_ecs`
### Note for reviewers
The first commit only renames `SAFETY` to `SAFE` so it doesn't need a thorough review.
cb042a416e..55cef2d6fa is the diff for all other changes.
### Safety comments where I'm not too familiar with the code
774012ece5/crates/bevy_ecs/src/entity/mod.rs (L540-L546)774012ece5/crates/bevy_ecs/src/world/entity_ref.rs (L249-L252)
### Locations left undocumented with a `TODO` comment
5dde944a30/crates/bevy_ecs/src/schedule/executor_parallel.rs (L196-L199)5dde944a30/crates/bevy_ecs/src/world/entity_ref.rs (L287-L289)5dde944a30/crates/bevy_ecs/src/world/entity_ref.rs (L413-L415)
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
# Objective
`glam` is an optional feature in `bevy_reflect` and there is a separate `mod test { #[cfg(feature = "glam")] mod glam { .. }}`.
The `reflect_downcast` test is not in that module and doesn't depend on glam, which breaks `cargo test -p bevy_reflect` without the `glam` feature.
## Solution
- Remove the glam types from the test, they're not relevant to it
# Objective
We don't have reflection for resources.
## Solution
Introduce reflection for resources.
Continues #3580 (by @Davier), related to #3576.
---
## Changelog
### Added
* Reflection on a resource type (by adding `ReflectResource`):
```rust
#[derive(Reflect)]
#[reflect(Resource)]
struct MyResourse;
```
### Changed
* Rename `ReflectComponent::add_component` into `ReflectComponent::insert_component` for consistency.
## Migration Guide
* Rename `ReflectComponent::add_component` into `ReflectComponent::insert_component`.
# Objective
This is a rebase of #3701 which is currently scheduled for 0.8 but is marked for adoption.
> Fixes https://github.com/bevyengine/bevy/discussions/3609
## Solution
> - add an `insert_boxed()` method on the `Map` trait
> - implement it for `HashMap` using a new `FromReflect` generic bound
> - add a `map_apply()` helper method to implement `Map::apply()`, that inserts new values instead of ignoring them
---
## Changelog
TODO
Co-authored-by: james7132 <contact@jamessliu.com>
# Objective
- I think our codebase is hit badly by rust-lang/rust-analyzer#11410
- None of our uses of cyclic dependencies are remotely necessary
- Note that these are false positives in rust-analyzer, however it's probably easier for us to work around this
- Note also that I haven't confirmed that this is causing rust-analyzer to not work very well, but it's not a bad guess.
## Solution
- Remove our cyclic dependencies
- Import the trick from #2851 for no-op plugin groups.
# Objective
This is a common and useful type. I frequently use this when working with `Events` resource directly, typically when caching the data or manipulating the `World` directly.
This is also useful when manually configuring the cleanup strategy for events.
# Objective
Transform screen-space coordinates into world space in shaders. (My use case is for generating rays for ray tracing with the same perspective as the 3d camera).
## Solution
Add `inverse_projection` and `inverse_view_proj` fields to shader view uniform
---
## Changelog
### Added
`inverse_projection` and `inverse_view_proj` fields to shader view uniform
## Note
It'd probably be good to double-check that I did the matrix multiplication in the right order for `inverse_proj_view`. Thanks!
# Objective
- Fixes#4993
## Solution
- ~~Add `centered` property to `WindowDescriptor`~~
- Add `WindowPosition` enum
- `WindowDescriptor.position` is now `WindowPosition` instead of `Option<Vec2>`
- Add `center_window` function to `Window`
## Migration Guide
- If using `WindowDescriptor`, replace `position: None` with `position: WindowPosition::Default` and `position: Some(vec2)` with `WindowPosition::At(vec2)`.
I'm not sure if this is the best approach, so feel free to give any feedback.
Also I'm not sure how `Option`s should be handled in `bevy_winit/src/lib.rs:161`.
Also, on window creation we can't (or at least I couldn't) get `outer_size`, so this doesn't include decorations in calculations.
* Cleanup redundant code
* Use a type alias to make sure the `caster_query` and
`not_caster_query` really do the same thing and access the same things
**Objective**
Cleanup code that would otherwise be difficult to understand
**Solution**
* `extract_meshes` had two for loops which are functionally identical,
just copy-pasted code. I extracted the common code between the two
and put them into an anonymous function.
* I flattened the tuple literal for the bundle batch, it looks much
less nested and the code is much more readable as a result.
* The parameters of `extract_meshes` were also very daunting, but they
turned out to be the same query repeated twice. I extracted the query
into a type alias.
EDIT: I reworked the PR to **not do anything breaking**, and keep the old allocation behavior. Removing the memorized length was clearly a performance loss, so I kept it.
# Objective
- Enable `wgpu` profiling spans
## Solution
- `wgpu` uses the `profiling` crate to add profiling span instrumentation to their code
- `profiling` offers multiple 'backends' for profiling, including `tracing`
- When the `bevy` `trace` feature is used, add the `profiling` crate with its `profile-with-tracing` feature to enable appropriate profiling spans in `wgpu` using `tracing` which fits nicely into our infrastructure
- Bump our default `tracing` subscriber filter to `wgpu=info` from `wgpu=error` so that the profiling spans are not filtered out as they are created at the `info` level.
---
## Changelog
- Added: `tracing` profiling support for `wgpu` when using bevy's `trace` feature
- Changed: The default `tracing` filter statement for `wgpu` has been changed from the `error` level to the `info` level to not filter out the wgpu profiling spans
Removed `const_vec2`/`const_vec3`
and replaced with equivalent `.from_array`.
# Objective
Fixes#5112
## Solution
- `encase` needs to update to `glam` as well. See teoxoy/encase#4 on progress on that.
- `hexasphere` also needs to be updated, see OptimisticPeach/hexasphere#12.
# Summary
This method strips a long type name like `bevy::render:📷:PerspectiveCameraBundle` down into the bare type name (`PerspectiveCameraBundle`). This is generally useful utility method, needed by #4299 and #5121.
As a result:
- This method was moved to `bevy_utils` for easier reuse.
- The legibility and robustness of this method has been significantly improved.
- Harder test cases have been added.
This change was split out of #4299 to unblock it and make merging / reviewing the rest of those changes easier.
## Changelog
- added `bevy_utils::get_short_name`, which strips the path from a type name for convenient display.
- removed the `TypeRegistry::get_short_name` method. Use the function in `bevy_utils` instead.
The first leak:
```rust
#[test]
fn blob_vec_drop_empty_capacity() {
let item_layout = Layout:🆕:<Foo>();
let drop = drop_ptr::<Foo>;
let _ = unsafe { BlobVec::new(item_layout, Some(drop), 0) };
}
```
this is because we allocate the swap scratch in blobvec regardless of what the capacity is, but we only deallocate if capacity is > 0
The second leak:
```rust
#[test]
fn panic_while_overwriting_component() {
let helper = DropTestHelper::new();
let res = panic::catch_unwind(|| {
let mut world = World::new();
world
.spawn()
.insert(helper.make_component(true, 0))
.insert(helper.make_component(false, 1));
println!("Done inserting! Dropping world...");
});
let drop_log = helper.finish(res);
assert_eq!(
&*drop_log,
[
DropLogItem::Create(0),
DropLogItem::Create(1),
DropLogItem::Drop(0),
]
);
}
```
this is caused by us not running the drop impl on the to-be-inserted component if the drop impl of the overwritten component panics
---
managed to figure out where the leaks were by using this 10/10 command
```
cargo --quiet test --lib -- --list | sed 's/: test$//' | MIRIFLAGS="-Zmiri-disable-isolation" xargs -n1 cargo miri test --lib -- --exact
```
which runs every test one by one rather than all at once which let miri actually tell me which test had the leak 🙃
# Objective
- Nightly clippy lints should be fixed before they get stable and break CI
## Solution
- fix new clippy lints
- ignore `significant_drop_in_scrutinee` since it isn't relevant in our loop https://github.com/rust-lang/rust-clippy/issues/8987
```rust
for line in io::stdin().lines() {
...
}
```
Co-authored-by: Jakob Hellermann <hellermann@sipgate.de>
# Objective
Users often ask for help with rotations as they struggle with `Quat`s.
`Quat` is rather complex and has a ton of verbose methods.
## Solution
Add rotation helper methods to `Transform`.
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Fixes#5153
## Solution
Search for all enums and manually check if they have default impls that can use this new derive.
By my reckoning:
| enum | num |
|-|-|
| total | 159 |
| has default impl | 29 |
| default is unit variant | 23 |
# Objective
This PR reworks Bevy's Material system, making the user experience of defining Materials _much_ nicer. Bevy's previous material system leaves a lot to be desired:
* Materials require manually implementing the `RenderAsset` trait, which involves manually generating the bind group, handling gpu buffer data transfer, looking up image textures, etc. Even the simplest single-texture material involves writing ~80 unnecessary lines of code. This was never the long term plan.
* There are two material traits, which is confusing, hard to document, and often redundant: `Material` and `SpecializedMaterial`. `Material` implicitly implements `SpecializedMaterial`, and `SpecializedMaterial` is used in most high level apis to support both use cases. Most users shouldn't need to think about specialization at all (I consider it a "power-user tool"), so the fact that `SpecializedMaterial` is front-and-center in our apis is a miss.
* Implementing either material trait involves a lot of "type soup". The "prepared asset" parameter is particularly heinous: `&<Self as RenderAsset>::PreparedAsset`. Defining vertex and fragment shaders is also more verbose than it needs to be.
## Solution
Say hello to the new `Material` system:
```rust
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
impl Material for CoolMaterial {
fn fragment_shader() -> ShaderRef {
"cool_material.wgsl".into()
}
}
```
Thats it! This same material would have required [~80 lines of complicated "type heavy" code](https://github.com/bevyengine/bevy/blob/v0.7.0/examples/shader/shader_material.rs) in the old Material system. Now it is just 14 lines of simple, readable code.
This is thanks to a new consolidated `Material` trait and the new `AsBindGroup` trait / derive.
### The new `Material` trait
The old "split" `Material` and `SpecializedMaterial` traits have been removed in favor of a new consolidated `Material` trait. All of the functions on the trait are optional.
The difficulty of implementing `Material` has been reduced by simplifying dataflow and removing type complexity:
```rust
// Old
impl Material for CustomMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("custom_material.wgsl"))
}
fn alpha_mode(render_asset: &<Self as RenderAsset>::PreparedAsset) -> AlphaMode {
render_asset.alpha_mode
}
}
// New
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn alpha_mode(&self) -> AlphaMode {
self.alpha_mode
}
}
```
Specialization is still supported, but it is hidden by default under the `specialize()` function (more on this later).
### The `AsBindGroup` trait / derive
The `Material` trait now requires the `AsBindGroup` derive. This can be implemented manually relatively easily, but deriving it will almost always be preferable.
Field attributes like `uniform` and `texture` are used to define which fields should be bindings,
what their binding type is, and what index they should be bound at:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
```
In WGSL shaders, the binding looks like this:
```wgsl
struct CoolMaterial {
color: vec4<f32>;
};
[[group(1), binding(0)]]
var<uniform> material: CoolMaterial;
[[group(1), binding(1)]]
var color_texture: texture_2d<f32>;
[[group(1), binding(2)]]
var color_sampler: sampler;
```
Note that the "group" index is determined by the usage context. It is not defined in `AsBindGroup`. Bevy material bind groups are bound to group 1.
The following field-level attributes are supported:
* `uniform(BINDING_INDEX)`
* The field will be converted to a shader-compatible type using the `ShaderType` trait, written to a `Buffer`, and bound as a uniform. It can also be derived for custom structs.
* `texture(BINDING_INDEX)`
* This field's `Handle<Image>` will be used to look up the matching `Texture` gpu resource, which will be bound as a texture in shaders. The field will be assumed to implement `Into<Option<Handle<Image>>>`. In practice, most fields should be a `Handle<Image>` or `Option<Handle<Image>>`. If the value of an `Option<Handle<Image>>` is `None`, the new `FallbackImage` resource will be used instead. This attribute can be used in conjunction with a `sampler` binding attribute (with a different binding index).
* `sampler(BINDING_INDEX)`
* Behaves exactly like the `texture` attribute, but sets the Image's sampler binding instead of the texture.
Note that fields without field-level binding attributes will be ignored.
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
this_field_is_ignored: String,
}
```
As mentioned above, `Option<Handle<Image>>` is also supported:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Option<Handle<Image>>,
}
```
This is useful if you want a texture to be optional. When the value is `None`, the `FallbackImage` will be used for the binding instead, which defaults to "pure white".
Field uniforms with the same binding index will be combined into a single binding:
```rust
#[derive(AsBindGroup)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
#[uniform(0)]
roughness: f32,
}
```
In WGSL shaders, the binding would look like this:
```wgsl
struct CoolMaterial {
color: vec4<f32>;
roughness: f32;
};
[[group(1), binding(0)]]
var<uniform> material: CoolMaterial;
```
Some less common scenarios will require "struct-level" attributes. These are the currently supported struct-level attributes:
* `uniform(BINDING_INDEX, ConvertedShaderType)`
* Similar to the field-level `uniform` attribute, but instead the entire `AsBindGroup` value is converted to `ConvertedShaderType`, which must implement `ShaderType`. This is useful if more complicated conversion logic is required.
* `bind_group_data(DataType)`
* The `AsBindGroup` type will be converted to some `DataType` using `Into<DataType>` and stored as `AsBindGroup::Data` as part of the `AsBindGroup::as_bind_group` call. This is useful if data needs to be stored alongside the generated bind group, such as a unique identifier for a material's bind group. The most common use case for this attribute is "shader pipeline specialization".
The previous `CoolMaterial` example illustrating "combining multiple field-level uniform attributes with the same binding index" can
also be equivalently represented with a single struct-level uniform attribute:
```rust
#[derive(AsBindGroup)]
#[uniform(0, CoolMaterialUniform)]
struct CoolMaterial {
color: Color,
roughness: f32,
}
#[derive(ShaderType)]
struct CoolMaterialUniform {
color: Color,
roughness: f32,
}
impl From<&CoolMaterial> for CoolMaterialUniform {
fn from(material: &CoolMaterial) -> CoolMaterialUniform {
CoolMaterialUniform {
color: material.color,
roughness: material.roughness,
}
}
}
```
### Material Specialization
Material shader specialization is now _much_ simpler:
```rust
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
#[bind_group_data(CoolMaterialKey)]
struct CoolMaterial {
#[uniform(0)]
color: Color,
is_red: bool,
}
#[derive(Copy, Clone, Hash, Eq, PartialEq)]
struct CoolMaterialKey {
is_red: bool,
}
impl From<&CoolMaterial> for CoolMaterialKey {
fn from(material: &CoolMaterial) -> CoolMaterialKey {
CoolMaterialKey {
is_red: material.is_red,
}
}
}
impl Material for CoolMaterial {
fn fragment_shader() -> ShaderRef {
"cool_material.wgsl".into()
}
fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
if key.bind_group_data.is_red {
let fragment = descriptor.fragment.as_mut().unwrap();
fragment.shader_defs.push("IS_RED".to_string());
}
Ok(())
}
}
```
Setting `bind_group_data` is not required for specialization (it defaults to `()`). Scenarios like "custom vertex attributes" also benefit from this system:
```rust
impl Material for CustomMaterial {
fn vertex_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
fn specialize(
pipeline: &MaterialPipeline<Self>,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayout,
key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
let vertex_layout = layout.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
ATTRIBUTE_BLEND_COLOR.at_shader_location(1),
])?;
descriptor.vertex.buffers = vec![vertex_layout];
Ok(())
}
}
```
### Ported `StandardMaterial` to the new `Material` system
Bevy's built-in PBR material uses the new Material system (including the AsBindGroup derive):
```rust
#[derive(AsBindGroup, Debug, Clone, TypeUuid)]
#[uuid = "7494888b-c082-457b-aacf-517228cc0c22"]
#[bind_group_data(StandardMaterialKey)]
#[uniform(0, StandardMaterialUniform)]
pub struct StandardMaterial {
pub base_color: Color,
#[texture(1)]
#[sampler(2)]
pub base_color_texture: Option<Handle<Image>>,
/* other fields omitted for brevity */
```
### Ported Bevy examples to the new `Material` system
The overall complexity of Bevy's "custom shader examples" has gone down significantly. Take a look at the diffs if you want a dopamine spike.
Please note that while this PR has a net increase in "lines of code", most of those extra lines come from added documentation. There is a significant reduction
in the overall complexity of the code (even accounting for the new derive logic).
---
## Changelog
### Added
* `AsBindGroup` trait and derive, which make it much easier to transfer data to the gpu and generate bind groups for a given type.
### Changed
* The old `Material` and `SpecializedMaterial` traits have been replaced by a consolidated (much simpler) `Material` trait. Materials no longer implement `RenderAsset`.
* `StandardMaterial` was ported to the new material system. There are no user-facing api changes to the `StandardMaterial` struct api, but it now implements `AsBindGroup` and `Material` instead of `RenderAsset` and `SpecializedMaterial`.
## Migration Guide
The Material system has been reworked to be much simpler. We've removed a lot of boilerplate with the new `AsBindGroup` derive and the `Material` trait is simpler as well!
### Bevy 0.7 (old)
```rust
#[derive(Debug, Clone, TypeUuid)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
color: Color,
color_texture: Handle<Image>,
}
#[derive(Clone)]
pub struct GpuCustomMaterial {
_buffer: Buffer,
bind_group: BindGroup,
}
impl RenderAsset for CustomMaterial {
type ExtractedAsset = CustomMaterial;
type PreparedAsset = GpuCustomMaterial;
type Param = (SRes<RenderDevice>, SRes<MaterialPipeline<Self>>);
fn extract_asset(&self) -> Self::ExtractedAsset {
self.clone()
}
fn prepare_asset(
extracted_asset: Self::ExtractedAsset,
(render_device, material_pipeline): &mut SystemParamItem<Self::Param>,
) -> Result<Self::PreparedAsset, PrepareAssetError<Self::ExtractedAsset>> {
let color = Vec4::from_slice(&extracted_asset.color.as_linear_rgba_f32());
let byte_buffer = [0u8; Vec4::SIZE.get() as usize];
let mut buffer = encase::UniformBuffer::new(byte_buffer);
buffer.write(&color).unwrap();
let buffer = render_device.create_buffer_with_data(&BufferInitDescriptor {
contents: buffer.as_ref(),
label: None,
usage: BufferUsages::UNIFORM | BufferUsages::COPY_DST,
});
let (texture_view, texture_sampler) = if let Some(result) = material_pipeline
.mesh_pipeline
.get_image_texture(gpu_images, &Some(extracted_asset.color_texture.clone()))
{
result
} else {
return Err(PrepareAssetError::RetryNextUpdate(extracted_asset));
};
let bind_group = render_device.create_bind_group(&BindGroupDescriptor {
entries: &[
BindGroupEntry {
binding: 0,
resource: buffer.as_entire_binding(),
},
BindGroupEntry {
binding: 0,
resource: BindingResource::TextureView(texture_view),
},
BindGroupEntry {
binding: 1,
resource: BindingResource::Sampler(texture_sampler),
},
],
label: None,
layout: &material_pipeline.material_layout,
});
Ok(GpuCustomMaterial {
_buffer: buffer,
bind_group,
})
}
}
impl Material for CustomMaterial {
fn fragment_shader(asset_server: &AssetServer) -> Option<Handle<Shader>> {
Some(asset_server.load("custom_material.wgsl"))
}
fn bind_group(render_asset: &<Self as RenderAsset>::PreparedAsset) -> &BindGroup {
&render_asset.bind_group
}
fn bind_group_layout(render_device: &RenderDevice) -> BindGroupLayout {
render_device.create_bind_group_layout(&BindGroupLayoutDescriptor {
entries: &[
BindGroupLayoutEntry {
binding: 0,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Buffer {
ty: BufferBindingType::Uniform,
has_dynamic_offset: false,
min_binding_size: Some(Vec4::min_size()),
},
count: None,
},
BindGroupLayoutEntry {
binding: 1,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Texture {
multisampled: false,
sample_type: TextureSampleType::Float { filterable: true },
view_dimension: TextureViewDimension::D2Array,
},
count: None,
},
BindGroupLayoutEntry {
binding: 2,
visibility: ShaderStages::FRAGMENT,
ty: BindingType::Sampler(SamplerBindingType::Filtering),
count: None,
},
],
label: None,
})
}
}
```
### Bevy 0.8 (new)
```rust
impl Material for CustomMaterial {
fn fragment_shader() -> ShaderRef {
"custom_material.wgsl".into()
}
}
#[derive(AsBindGroup, TypeUuid, Debug, Clone)]
#[uuid = "f690fdae-d598-45ab-8225-97e2a3f056e0"]
pub struct CustomMaterial {
#[uniform(0)]
color: Color,
#[texture(1)]
#[sampler(2)]
color_texture: Handle<Image>,
}
```
## Future Work
* Add support for more binding types (cubemaps, buffers, etc). This PR intentionally includes a bare minimum number of binding types to keep "reviewability" in check.
* Consider optionally eliding binding indices using binding names. `AsBindGroup` could pass in (optional?) reflection info as a "hint".
* This would make it possible for the derive to do this:
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
#[uniform]
color: Color,
#[texture]
#[sampler]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
```
* Or this
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
#[binding]
color: Color,
#[binding]
color_texture: Option<Handle<Image>>,
alpha_mode: AlphaMode,
}
```
* Or even this (if we flip to "include bindings by default")
```rust
#[derive(AsBindGroup)]
pub struct CustomMaterial {
color: Color,
color_texture: Option<Handle<Image>>,
#[binding(ignore)]
alpha_mode: AlphaMode,
}
```
* If we add the option to define custom draw functions for materials (which could be done in a type-erased way), I think that would be enough to support extra non-material bindings. Worth considering!
# Objective
- Make Bevy work on android
## Solution
- Update android metadata and add a few more
- Set the target sdk to 31 as it will soon (in august) be the minimum sdk level for play store
- Remove the custom code to create an activity and use ndk-glue macro instead
- Delay window creation event on android
- Set the example with compatibility settings for wgpu. Those are needed for Bevy to work on my 2019 android tablet
- Add a few details on how to debug in case of failures
- Fix running the example on emulator. This was failing because of the name of the example
Bevy still doesn't work on android with this, audio features need to be disabled because of an ndk-glue version mismatch: rodio depends on 0.6.2, winit on 0.5.2. You can test with:
```
cargo apk run --release --example android_example --no-default-features --features "bevy_winit,render"
```
# Objective
CI is now failing with some changes that landed in 1.62.
## Solution
* Fix an unused lifetime by using it (we double-used the `w` lifetime).
* Update compile_fail error messages
* temporarily disable check-unused-dependencies
# Objective
- Provide a way to see the components of an entity.
- Fixes#1467
## Solution
- Add `World::inspect_entity`. It accepts an `Entity` and returns a vector of `&ComponentInfo` that the entity has.
- Add `EntityCommands::log_components`. It logs the component names of the entity. (info level)
---
## Changelog
### Added
- Ability to inspect components of an entity through `World::inspect_entity` or `EntityCommands::log_components`
# Objective
Fix some typos in bevy_reflect's readme
## Solution
- Change `Foo`'s `d` field to be of type `Vec<Baz>`
- Format `&dyn Reflect` to be monospace
# Objective
This fixes https://github.com/bevyengine/bevy/issues/5127
## Solution
- Moved texture sample out of branch in `prepare_normal()`.
Co-authored-by: DGriffin91 <github@dgdigital.net>
There are some outdated error messages for when a resource is not found. It references `add_resource` and `add_non_send_resource` which were renamed to `insert_resource` and `insert_non_send_resource`.
# Objective
- Fixes#3142
## Solution
- Done according to #3142
- Created new marker trait `ArchetypeFilter`
- Implement said trait to:
- `With<T>`
- `Without<T>`
- tuples containing only types that implement `ArchetypeFilter`, from 0 to 15 elements
- `Or<T>` where T is a tuple as described previously
- Changed `ExactSizeIterator` impl to include a new generic that must implement `WorldQuery` and `ArchetypeFilter`
- Added new tests
---
## Changelog
### Added
- `Query`s with archetypal filters can now use `.iter().len()` to get the exact size of the iterator.
# Objective
Documents the `BufferVec` render resource.
`BufferVec` is a fairly low level object, that will likely be managed by a higher level API (e.g. through [`encase`](https://github.com/bevyengine/bevy/issues/4272)) in the future. For now, since it is still used by some simple
example crates (e.g. [bevy-vertex-pulling](https://github.com/superdump/bevy-vertex-pulling)), it will be helpful
to provide some simple documentation on what `BufferVec` does.
## Solution
I looked through Discord discussion on `BufferVec`, and found [a comment](https://discord.com/channels/691052431525675048/953222550568173580/956596218857918464 ) by @superdump to be particularly helpful, in the general discussion around `encase`.
I have taken care to clarify where the data is stored (host-side), when the device-side buffer is created (through calls to `reserve`), and when data writes from host to device are scheduled (using `write_buffer` calls).
---
## Changelog
- Added doc string for `BufferVec` and two of its methods: `reserve` and `write_buffer`.
Co-authored-by: Brian Merchant <bhmerchant@gmail.com>
# Objective
- Make the reusable PBR shading functionality a little more reusable
- Add constructor functions for `StandardMaterial` and `PbrInput` structs to populate them with default values
- Document unclear `PbrInput` members
- Demonstrate how to reuse the bevy PBR shading functionality
- The final important piece from #3969 as the initial shot at making the PBR shader code reusable in custom materials
## Solution
- Add back and rework the 'old' `array_texture` example from pre-0.6.
- Create a custom shader material
- Use a single array texture binding and sampler for the material bind group
- Use a shader that calls `pbr()` from the `bevy_pbr::pbr_functions` import
- Spawn a row of cubes using the custom material
- In the shader, select the array texture layer to sample by using the world position x coordinate modulo the number of array texture layers
<img width="1392" alt="Screenshot 2022-06-23 at 12 28 05" src="https://user-images.githubusercontent.com/302146/175278593-2296f519-f577-4ece-81c0-d842283784a1.png">
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Speed up entity moves between tables by reducing the number of copies conducted. Currently three separate copies are conducted: `src[index] -> swap scratch`, `src[last] -> src[index]`, and `swap scratch -> dst[target]`. The first and last copies can be merged by directly using the copy `src[index] -> dst[target]`, which can save quite some time if the component(s) in question are large.
## Solution
This PR does the following:
- Adds `BlobVec::swap_remove_unchecked(usize, PtrMut<'_>)`, which is identical to `swap_remove_and_forget_unchecked`, but skips the `swap_scratch` and directly copies the component into the provided `PtrMut<'_>`.
- Build `Column::initialize_from_unchecked(&mut Column, usize, usize)` on top of it, which uses the above to directly initialize a row from another column.
- Update most of the table move APIs to use `initialize_from_unchecked` instead of a combination of `swap_remove_and_forget_unchecked` and `initialize`.
This is an alternative, though orthogonal, approach to achieve the same performance gains as seen in #4853. This (hopefully) shouldn't run into the same Miri limitations that said PR currently does. After this PR, `swap_remove_and_forget_unchecked` is still in use for Resources and swap_scratch likely still should be removed, so #4853 still has use, even if this PR is merged.
## Performance
TODO: Microbenchmark
This PR shows similar improvements to commands that add or remove table components that result in a table move. When tested on `many_cubes sphere`, some of the more command heavy systems saw notable improvements. In particular, `prepare_uniform_components<T>`, this saw a reduction in time from 1.35ms to 1.13ms (a 16.3% improvement) on my local machine, a similar if not slightly better gain than what #4853 showed [here](https://github.com/bevyengine/bevy/pull/4853#issuecomment-1159346106).
![image](https://user-images.githubusercontent.com/3137680/174570088-1c4c6fd7-3215-478c-9eb7-8bd9fe486b32.png)
The command heavy `Extract` stage also saw a smaller overall improvement:
![image](https://user-images.githubusercontent.com/3137680/174572261-8a48f004-ab9f-4cb2-b304-a882b6d78065.png)
---
## Changelog
Added: `BlobVec::swap_remove_unchecked`.
Added: `Column::initialize_from_unchecked`.
# Objective
Currently, `Reflect` is unsafe to implement because of a contract in which `any` and `any_mut` must return `self`, or `downcast` will cause UB. This PR makes `Reflect` safe, makes `downcast` not use unsafe, and eliminates this contract.
## Solution
This PR adds a method to `Reflect`, `any`. It also renames the old `any` to `as_any`.
`any` now takes a `Box<Self>` and returns a `Box<dyn Any>`.
---
## Changelog
### Added:
- `any()` method
- `represents()` method
### Changed:
- `Reflect` is now a safe trait
- `downcast()` is now safe
- The old `any` is now called `as_any`, and `any_mut` is now `as_mut_any`
## Migration Guide
- Reflect derives should not have to change anything
- Manual reflect impls will need to remove the `unsafe` keyword, add `any()` implementations, and rename the old `any` and `any_mut` to `as_any` and `as_mut_any`.
- Calls to `any`/`any_mut` must be changed to `as_any`/`as_mut_any`
## Points of discussion:
- Should renaming `any` be avoided and instead name the new method `any_box`?
- ~~Could there be a performance regression from avoiding the unsafe? I doubt it, but this change does seem to introduce redundant checks.~~
- ~~Could/should `is` and `type_id()` be implemented differently? For example, moving `is` onto `Reflect` as an `fn(&self, TypeId) -> bool`~~
Co-authored-by: PROMETHIA-27 <42193387+PROMETHIA-27@users.noreply.github.com>
# Objective
Add support for custom `AssetIo` implementations to trigger reloading of an asset.
## Solution
- Add a public method to `AssetServer` to allow forcing the reloading of an asset.
---
## Changelog
- Add method `reload_asset` to `AssetServer`.
Co-authored-by: Robert G. Jakabosky <rjakabosky+neopallium@neoawareness.com>
# Objective
- Fixes#5083
## Solution
I looked at the implementation of those events. I noticed that they both are adaptations of `winit`'s `DeviceEvent`/`WindowEvent` enum variants. Therefore I based the description of the items on the documentation provided by the upstream crate. I also added a link to `CursorMoved`, just like `MouseMotion` already has.
## Observations
- Looking at the implementation of `MouseMotion`, I noticed the `DeviceId` field of the `winit` event is discarded by `bevy_input`. This means that in the case a machine has multiple pointing devices, it is impossible to distinguish to which one the event is referring to. **EDIT:** just tested, `MouseMotion` events are emitted for movement of both mice.
# Objective
Attempt to more clearly document `ImageSettings` and setting a default sampler for new images, as per #5046
## Changelog
- Moved ImageSettings into image.rs, image::* is already exported. Makes it simpler for linking docs.
- Renamed "DefaultImageSampler" to "RenderDefaultImageSampler". Not a great name, but more consistent with other render resources.
- Added/updated related docs
# Objective
- Allow custom shaders to reuse the HDR results of PBR.
## Solution
- Separate `pbr()` and `tone_mapping()` into 2 functions in `pbr_functions.wgsl`.
# Objective
- Simplify the process of obtaining a `ComponentId` instance corresponding to a `Component`.
- Resolves#5060.
## Solution
- Add a `component_id::<T: Component>(&self)` function to both `World` and `Components` to retrieve the `ComponentId` associated with `T` from a immutable reference.
---
## Changelog
- Added `World::component_id::<C>()` and `Components::component_id::<C>()` to retrieve a `Component`'s corresponding `ComponentId` if it exists.
# Objective
Update pbr mesh shader to use correct normals for skinned meshes.
## Solution
Only use `mesh_normal_local_to_world` for normals if `SKINNED` is not defined.
# Objective
Partially addresses #4291.
Speed up the sort phase for unbatched render phases.
## Solution
Split out one of the optimizations in #4899 and allow implementors of `PhaseItem` to change what kind of sort is used when sorting the items in the phase. This currently includes Stable, Unstable, and Unsorted. Each of these corresponds to `Vec::sort_by_key`, `Vec::sort_unstable_by_key`, and no sorting at all. The default is `Unstable`. The last one can be used as a default if users introduce a preliminary depth prepass.
## Performance
This will not impact the performance of any batched phases, as it is still using a stable sort. 2D's only phase is unchanged. All 3D phases are unbatched currently, and will benefit from this change.
On `many_cubes`, where the primary phase is opaque, this change sees a speed up from 907.02us -> 477.62us, a 47.35% reduction.
![image](https://user-images.githubusercontent.com/3137680/174471253-22424874-30d5-4db5-b5b4-65fb2c612a9c.png)
## Future Work
There were prior discussions to add support for faster radix sorts in #4291, which in theory should be a `O(n)` instead of a `O(nlog(n))` time. [`voracious`](https://crates.io/crates/voracious_radix_sort) has been proposed, but it seems to be optimize for use cases with more than 30,000 items, which may be atypical for most systems.
Another optimization included in #4899 is to reduce the size of a few of the IDs commonly used in `PhaseItem` implementations to shrink the types to make swapping/sorting faster. Both `CachedPipelineId` and `DrawFunctionId` could be reduced to `u32` instead of `usize`.
Ideally, this should automatically change to use stable sorts when `BatchedPhaseItem` is implemented on the same phase item type, but this requires specialization, which may not land in stable Rust for a short while.
---
## Changelog
Added: `PhaseItem::sort`
## Migration Guide
RenderPhases now default to a unstable sort (via `slice::sort_unstable_by_key`). This can typically improve sort phase performance, but may produce incorrect batching results when implementing `BatchedPhaseItem`. To revert to the older stable sort, manually implement `PhaseItem::sort` to implement a stable sort (i.e. via `slice::sort_by_key`).
Co-authored-by: Federico Rinaldi <gisquerin@gmail.com>
Co-authored-by: Robert Swain <robert.swain@gmail.com>
Co-authored-by: colepoirier <colepoirier@gmail.com>
# Objective
DioxusLabs and Bevy have taken over maintaining what was our abandoned ui layout dependency [stretch](https://github.com/vislyhq/stretch). Dioxus' fork has had a lot of work done on it by @alice-i-cecile, @Weibye , @jkelleyrtp, @mockersf, @HackerFoo, @TimJentzsch and a dozen other contributors and now is in much better shape than stretch was. The updated crate is called taffy and is available on github [here](https://github.com/DioxusLabs/taffy) ([taffy](https://crates.io/crates/taffy) on crates.io). The goal of this PR is to replace stretch v0.3.2 with taffy v0.1.0.
## Solution
I changed the bevy_ui Cargo.toml to depend on taffy instead of stretch and fixed all the errors rustc complained about.
---
## Changelog
Changed bevy_ui layout dependency from stretch to taffy (the maintained fork of stretch).
fixes#677
## Migration Guide
The public api of taffy is different from that of stretch so please advise me on what to do here @alice-i-cecile.
# Objective
- Builds on top of #4938
- Make clustered-forward PBR lighting/shadows functionality callable
- See #3969 for details
## Solution
- Add `PbrInput` struct type containing a `StandardMaterial`, occlusion, world_position, world_normal, and frag_coord
- Split functionality to calculate the unit view vector, and normal-mapped normal into `bevy_pbr::pbr_functions`
- Split high-level shading flow into `pbr(in: PbrInput, N: vec3<f32>, V: vec3<f32>, is_orthographic: bool)` function in `bevy_pbr::pbr_functions`
- Rework `pbr.wgsl` fragment stage entry point to make use of the new functions
- This has been benchmarked on an M1 Max using `many_cubes -- sphere`. `main` had a median frame time of 15.88ms, this PR 15.99ms, which is a 0.69% frame time increase, which is within noise in my opinion.
---
## Changelog
- Added: PBR shading code is now callable. Import `bevy_pbr::pbr_functions` and its dependencies, create a `PbrInput`, calculate the unit view and normal-mapped normal vectors and whether the projection is orthographic, and call `pbr()`!
# Objective
Closes#1557. Partially addresses #3362.
Cleanup the public facing API for storage types. Most of these APIs are difficult to use safely when directly interfacing with these types, and is also currently impossible to interact with in normal ECS use as there is no `World::storages_mut`. The majority of these types should be easy enough to read, and perhaps mutate the contents, but never structurally altered without the same checks in the rest of bevy_ecs code. This both cleans up the public facing types and helps use unused code detection to remove a few of the APIs we're not using internally.
## Solution
- Mark all APIs that take `&mut T` under `bevy_ecs::storage` as `pub(crate)` or `pub(super)`
- Cleanup after it all.
Entire type visibility changes:
- `BlobVec` is `pub(super)`, only storage code should be directly interacting with it.
- `SparseArray` is now `pub(crate)` for the entire type. It's an implementation detail for `Table` and `(Component)SparseSet`.
- `TableMoveResult` is now `pub(crate)
---
## Changelog
TODO
## Migration Guide
Dear God, I hope not.
# Objective
Further speed up visibility checking by removing the main sources of contention for the system.
## Solution
- ~~Make `ComputedVisibility` a resource wrapping a `FixedBitset`.~~
- ~~Remove `ComputedVisibility` as a component.~~
~~This adds a one-bit overhead to every entity in the app world. For a game with 100,000 entities, this is 12.5KB of memory. This is still small enough to fit entirely in most L1 caches. Also removes the need for a per-Entity change detection tick. This reduces the memory footprint of ComputedVisibility 72x.~~
~~The decreased memory usage and less fragmented memory locality should provide significant performance benefits.~~
~~Clearing visible entities should be significantly faster than before:~~
- ~~Setting one `u32` to 0 clears 32 entities per cycle.~~
- ~~No archetype fragmentation to contend with.~~
- ~~Change detection is applied to the resource, so there is no per-Entity update tick requirement.~~
~~The side benefit of this design is that it removes one more "computed component" from userspace. Though accessing the values within it are now less ergonomic.~~
This PR changes `crossbeam_channel` in `check_visibility` to use a `Local<ThreadLocal<Cell<Vec<Entity>>>` to mark down visible entities instead.
Co-Authored-By: TheRawMeatball <therawmeatball@gmail.com>
Co-Authored-By: Aevyrie <aevyrie@gmail.com>
# Objective
The descriptions included in the API docs of `entity` module, `Entity` struct, and `Component` trait have some issues:
1. the concept of entity is not clearly defined,
2. descriptions are a little bit out of place,
3. in a case the description leak too many details about the implementation,
4. some descriptions are not exhaustive,
5. there are not enough examples,
6. the content can be formatted in a much better way.
## Solution
1. ~~Stress the fact that entity is an abstract and elementary concept. Abstract because the concept of entity is not hardcoded into the library but emerges from the interaction of `Entity` with every other part of `bevy_ecs`, like components and world methods. Elementary because it is a fundamental concept that cannot be defined with other terms (like point in euclidean geometry, or time in classical physics).~~ We decided to omit the definition of entity in the API docs ([see why]). It is only described in its relationship with components.
2. Information has been moved to relevant places and links are used instead in the other places.
3. Implementation details about `Entity` have been reduced.
4. Descriptions have been made more exhaustive by stating how to obtain and use items. Entity operations are enriched with `World` methods.
5. Examples have been added or enriched.
6. Sections have been added to organize content. Entity operations are now laid out in a table.
### Todo list
- [x] Break lines at sentence-level.
## For reviewers
- ~~I added a TODO over `Component` docs, make sure to check it out and discuss it if necessary.~~ ([Resolved])
- You can easily check the rendered documentation by doing `cargo doc -p bevy_ecs --no-deps --open`.
[see why]: https://github.com/bevyengine/bevy/pull/4767#discussion_r875106329
[Resolved]: https://github.com/bevyengine/bevy/pull/4767#discussion_r874127825
# Objective
`bevy_ui` doesn't support correctly touch inputs because of two problems in the focus system:
- It attempts to retrieve touch input with a specific `0` id
- It doesn't retrieve touch positions and bases its focus solely on mouse position, absent from mobile devices
## Solution
I added a few methods to the `Touches` resource, allowing to check if **any** touch input was pressed, released or cancelled and to retrieve the *position* of the first pressed touch input and adapted the focus system.
I added a test button to the *iOS* example and it works correclty on emulator. I did not test on a real touch device as:
- Android is not working (https://github.com/bevyengine/bevy/issues/3249)
- I don't have an iOS device
# Objective
- Fixes#4996
## Solution
- Panicking on the global task pool is probably bad. This changes the panicking test to use a single threaded stage to run the test instead.
- I checked the other #[should_panic]
- I also added explicit ordering between the transform propagate system and the parent update system. The ambiguous ordering didn't seem to be causing problems, but the tests are probably more correct this way. The plugins that add these systems have an explicit ordering. I can remove this if necessary.
## Note
I don't have a 100% mental model of why panicking is causing intermittent failures. It probably has to do with a task for one of the other tests landing on the panicking thread when it actually panics. Why this causes a problem I'm not sure, but this PR seems to fix things.
## Open questions
- there are some other #[should_panic] tests that run on the task pool in stage.rs. I don't think we restart panicked threads, so this might be killing most of the threads on the pool. But since they're not causing test failures, we should probably decide what to do about that separately. The solution in this PR won't work since those tests are explicitly testing parallelism.
builds on top of #4780
# Objective
`Reflect` and `Serialize` are currently very tied together because `Reflect` has a `fn serialize(&self) -> Option<Serializable<'_>>` method. Because of that, we can either implement `Reflect` for types like `Option<T>` with `T: Serialize` and have `fn serialize` be implemented, or without the bound but having `fn serialize` return `None`.
By separating `ReflectSerialize` into a separate type (like how it already is for `ReflectDeserialize`, `ReflectDefault`), we could separately `.register::<Option<T>>()` and `.register_data::<Option<T>, ReflectSerialize>()` only if the type `T: Serialize`.
This PR does not change the registration but allows it to be changed in a future PR.
## Solution
- add the type
```rust
struct ReflectSerialize { .. }
impl<T: Reflect + Serialize> FromType<T> for ReflectSerialize { .. }
```
- remove `#[reflect(Serialize)]` special casing.
- when serializing reflect value types, look for `ReflectSerialize` in the `TypeRegistry` instead of calling `value.serialize()`
- changed `EntityCountDiagnosticsPlugin` to not use an exclusive system to get its entity count
- removed mention of `WgpuResourceDiagnosticsPlugin` in example `log_diagnostics` as it doesn't exist anymore
- added ability to enable, disable ~~or toggle~~ a diagnostic (fix#3767)
- made diagnostic values lazy, so they are only computed if the diagnostic is enabled
- do not log an average for diagnostics with only one value
- removed `sum` function from diagnostic as it isn't really useful
- ~~do not keep an average of the FPS diagnostic. it is already an average on the last 20 frames, so the average FPS was an average of the last 20 frames over the last 20 frames~~
- do not compute the FPS value as an average over the last 20 frames but give the actual "instant FPS"
- updated log format to use variable capture
- added some doc
- the frame counter diagnostic value can be reseted to 0
# Objective
- Optional dependencies were enabled by some features as a side effect. for example, enabling the `webgl` feature enables the `bevy_pbr` optional dependency
## Solution
- Use the syntax introduced in rust 1.60 to specify weak dependency features: https://blog.rust-lang.org/2022/04/07/Rust-1.60.0.html#new-syntax-for-cargo-features
> Weak dependency features tackle the second issue where the `"optional-dependency/feature-name"` syntax would always enable `optional-dependency`. However, often you want to enable the feature on the optional dependency only if some other feature has enabled the optional dependency. Starting in 1.60, you can add a ? as in `"package-name?/feature-name"` which will only enable the given feature if something else has enabled the optional dependency.
# Objective
- `.x` is not the correct syntax to access a column in a matrix in WGSL: https://www.w3.org/TR/WGSL/#matrix-access-expr
- naga accepts it and translates it correctly, but it's not valid when shaders are kept as is and used directly in WGSL
## Solution
- Use the correct syntax
# Objective
- Update hashbrown to 0.12
## Solution
- Replace #4004
- As the 0.12 is already in Bevy dependency tree, it shouldn't be an issue to update
- The exception for the 0.11 should be removed once https://github.com/zakarumych/gpu-descriptor/pull/21 is merged and released
- Also removed a few exceptions that weren't needed anymore
# Objective
- KTX2 UASTC format mapping was incorrect. For some reason I had written it to map to a set of data formats based on the count of KTX2 sample information blocks, but the mapping should be done based on the channel type in the sample information.
- This is a valid change pulled out from #4514 as the attempt to fix the array textures there was incorrect
## Solution
- Fix the KTX2 UASTC `DataFormat` enum to contain the correct formats based on the channel types in section 3.10.2 of https://github.khronos.org/KTX-Specification/ (search for "Basis Universal UASTC Format")
- Correctly map from the sample information channel type to `DataFormat`
- Correctly configure transcoding and the resulting texture format based on the `DataFormat`
---
## Changelog
- Fixed: KTX2 UASTC format handling
# Use Case
Seems generally useful, but specifically motivated by my work on the [`bevy_datasize`](https://github.com/BGR360/bevy_datasize) crate.
For that project, I'm implementing "heap size estimators" for all of the Bevy internal types. To do this accurately for `Mesh`, I need to get the lengths of all of the mesh's attribute vectors.
Currently, in order to accomplish this, I am doing the following:
* Checking all of the attributes that are mentioned in the `Mesh` class ([see here](0531ec2d02/src/builtins/render/mesh.rs (L46-L54)))
* Providing the user with an option to configure additional attributes to check ([see here](0531ec2d02/src/config.rs (L7-L21)))
This is both overly complicated and a bit wasteful (since I have to check every attribute name that I know about in case there are attributes set for it).
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Working with a large number of entities with `Aabbs`, rendered with an instanced shader, I found the bottleneck became the frustum culling system. The goal of this PR is to significantly improve culling performance without any major changes. We should consider constructing a BVH for more substantial improvements.
## Solution
- Convert the inner entity query to a parallel iterator with `par_for_each_mut` using a batch size of 1,024.
- This outperforms single threaded culling when there are more than 1,000 entities.
- Below this they are approximately equal, with <= 10 microseconds of multithreading overhead.
- Above this, the multithreaded version is significantly faster, scaling linearly with core count.
- In my million-entity-workload, this PR improves my framerate by 200% - 300%.
## log-log of `check_visibility` time vs. entities for single/multithreaded
![image](https://user-images.githubusercontent.com/2632925/163709007-7eab4437-e9f9-4c06-bac0-250073885110.png)
---
## Changelog
Frustum culling is now run with a parallel query. When culling more than a thousand entities, this is faster than the previous method, scaling proportionally with the number of available cores.
# Objective
- Builds on top of #4901
- Separate out PBR lighting, shadows, clustered forward, and utils from `pbr.wgsl` as part of making the PBR code more reusable and extensible.
- See #3969 for details.
## Solution
- Add `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
---
## Changelog
- Added: `bevy_pbr::utils`, `bevy_pbr::clustered_forward`, `bevy_pbr::lighting`, `bevy_pbr::shadows` shader imports exposing many shader functions for external use
- Split `PI`, `saturate()`, `hsv2rgb()`, and `random1D()` into `bevy_pbr::utils`
- Split clustered-forward-specific functions into `bevy_pbr::clustered_forward`, including moving the debug visualization code into a `cluster_debug_visualization()` function in that import
- Split PBR lighting functions into `bevy_pbr::lighting`
- Split shadow functions into `bevy_pbr::shadows`
# Objective
- Add reusable shader functions for transforming positions / normals / tangents between local and world / clip space for 2D and 3D so that they are done in a simple and correct way
- The next step in #3969 so check there for more details.
## Solution
- Add `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports
- These contain `mesh_` and `mesh2d_` versions of the following functions:
- `mesh_position_local_to_world`
- `mesh_position_world_to_clip`
- `mesh_position_local_to_clip`
- `mesh_normal_local_to_world`
- `mesh_tangent_local_to_world`
- Use them everywhere where it is appropriate
- Notably not in the sprite and UI shaders where `mesh2d_position_world_to_clip` could have been used, but including all the functions depends on the mesh binding so I chose to not use the function there
- NOTE: The `mesh_` and `mesh2d_` functions are currently identical. However, if I had defined only `bevy_pbr::mesh_functions` and used that in bevy_sprite, then bevy_sprite would have a runtime dependency on bevy_pbr, which seems undesirable. I also expect that when we have a proper 2D rendering API, these functions will diverge between 2D and 3D.
---
## Changelog
- Added: `bevy_pbr::mesh_functions` and `bevy_sprite::mesh2d_functions` shader imports containing `mesh_` and `mesh2d_` versions of the following functions:
- `mesh_position_local_to_world`
- `mesh_position_world_to_clip`
- `mesh_position_local_to_clip`
- `mesh_normal_local_to_world`
- `mesh_tangent_local_to_world`
## Migration Guide
- The `skin_tangents` function from the `bevy_pbr::skinning` shader import has been replaced with the `mesh_tangent_local_to_world` function from the `bevy_pbr::mesh_functions` shader import
# Objective
- Fix a type inference regression introduced by #3001
- Make read only bounds on world queries more user friendly
ptrification required you to write `Q::Fetch: ReadOnlyFetch` as `for<'w> QueryFetch<'w, Q>: ReadOnlyFetch` which has the same type inference problem as `for<'w> QueryFetch<'w, Q>: FilterFetch<'w>` had, i.e. the following code would error:
```rust
#[derive(Component)]
struct Foo;
fn bar(a: Query<(&Foo, Without<Foo>)>) {
foo(a);
}
fn foo<Q: WorldQuery>(a: Query<Q, ()>)
where
for<'w> QueryFetch<'w, Q>: ReadOnlyFetch,
{
}
```
`for<..>` bounds are also rather user unfriendly..
## Solution
Remove the `ReadOnlyFetch` trait in favour of a `ReadOnlyWorldQuery` trait, and remove `WorldQueryGats::ReadOnlyFetch` in favor of `WorldQuery::ReadOnly` allowing the previous code snippet to be written as:
```rust
#[derive(Component)]
struct Foo;
fn bar(a: Query<(&Foo, Without<Foo>)>) {
foo(a);
}
fn foo<Q: ReadOnlyWorldQuery>(a: Query<Q, ()>) {}
```
This avoids the `for<...>` bound which makes the code simpler and also fixes the type inference issue.
The reason for moving the two functions out of `FetchState` and into `WorldQuery` is to allow the world query `&mut T` to share a `State` with the `&T` world query so that it can have `type ReadOnly = &T`. Presumably it would be possible to instead have a `ReadOnlyRefMut<T>` world query and then do `type ReadOnly = ReadOnlyRefMut<T>` much like how (before this PR) we had a `ReadOnlyWriteFetch<T>`. A side benefit of the current solution in this PR is that it will likely make it easier in the future to support an API such as `Query<&mut T> -> Query<&T>`. The primary benefit IMO is just that `ReadOnlyRefMut<T>` and its associated fetch would have to reimplement all of the logic that the `&T` world query impl does but this solution avoids that :)
---
## Changelog/Migration Guide
The trait `ReadOnlyFetch` has been replaced with `ReadOnlyWorldQuery` along with the `WorldQueryGats::ReadOnlyFetch` assoc type which has been replaced with `<WorldQuery::ReadOnly as WorldQueryGats>::Fetch`
- Any where clauses such as `QueryFetch<Q>: ReadOnlyFetch` should be replaced with `Q: ReadOnlyWorldQuery`.
- Any custom world query impls should implement `ReadOnlyWorldQuery` insead of `ReadOnlyFetch`
Functions `update_component_access` and `update_archetype_component_access` have been moved from the `FetchState` trait to `WorldQuery`
- Any callers should now call `Q::update_component_access(state` instead of `state.update_component_access` (and `update_archetype_component_access` respectively)
- Any custom world query impls should move the functions from the `FetchState` impl to `WorldQuery` impl
`WorldQuery` has been made an `unsafe trait`, `FetchState` has been made a safe `trait`. (I think this is how it should have always been, but regardless this is _definitely_ necessary now that the two functions have been moved to `WorldQuery`)
- If you have a custom `FetchState` impl make it a normal `impl` instead of `unsafe impl`
- If you have a custom `WorldQuery` impl make it an `unsafe impl`, if your code was sound before it is going to still be sound
This upgrade should bring some significant performance improvements to
instrumentation. These are mostly achieved by disabling features (by
default) that are likely not widely used by default – collection of
callstacks and support for fibers that wasn't used for anything in
particular yet. For callstack collection it might be worthwhile to
provide a mechanism to enable this at runtime by calling
`TracyLayer::with_stackdepth`.
These should bring the cost of a single span down from 30+µs per span to
a more reasonable 1.5µs or so and down to the ns scale for events (on my
1st gen Ryzen machine, anyway.) There is still a fair amount of overhead
over plain tracy_client instrumentation in formatting and such, but
dealing with it requires significant effort and this is a
straightforward improvement to have for the time being.
Co-authored-by: Simonas Kazlauskas <git@kazlauskas.me>
# Objective
- Fixes#4271
## Solution
- Check for a pending transition in addition to a scheduled operation.
- I don't see a valid reason for updating the state unless both `scheduled` and `transition` are empty.
# Objective
Overflow::Hidden doesn't work correctly with scale_factor_override.
If you run the Bevy UI example with scale_factor_override 3 you'll see half clipped text around the edges of the scrolling listbox.
The problem seems to be that the corners of the node are transformed before the amount of clipping required is calculated. But then that transformed clip is compared to the original untransformed size of the node rect to see if it should be culled or not. With a higher scale factor the relative size of the untransformed node rect is going to be really big, so the overflow isn't culled.
# Solution
Multiply the size of the node rect by extracted_uinode.transform before the cull test.
# Objective
Fix#4958
There was 4 issues:
- this is not true in WASM and on macOS: f28b921209/examples/3d/split_screen.rs (L90)
- ~~I made sure the system was running at least once~~
- I'm sending the event on window creation
- in webgl, setting a viewport has impacts on other render passes
- only in webgl and when there is a custom viewport, I added a render pass without a custom viewport
- shaderdef NO_ARRAY_TEXTURES_SUPPORT was not used by the 2d pipeline
- webgl feature was used but not declared in bevy_sprite, I added it to the Cargo.toml
- shaderdef NO_STORAGE_BUFFERS_SUPPORT was not used by the 2d pipeline
- I added it based on the BufferBindingType
The last commit changes the two last fixes to add the shaderdefs in the shader cache directly instead of needing to do it in each pipeline
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
- Closes#4464
## Solution
- Specify default mag and min filter types for `Image` instead of using `wgpu`'s defaults.
---
## Changelog
### Changed
- Default `Image` filtering changed from `Nearest` to `Linear`.
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
> Resolves#4504
It can be helpful to have access to type information without requiring an instance of that type. Especially for `Reflect`, a lot of the gathered type information is known at compile-time and should not necessarily require an instance.
## Solution
Created a dedicated `TypeInfo` enum to store static type information. All types that derive `Reflect` now also implement the newly created `Typed` trait:
```rust
pub trait Typed: Reflect {
fn type_info() -> &'static TypeInfo;
}
```
> Note: This trait was made separate from `Reflect` due to `Sized` restrictions.
If you only have access to a `dyn Reflect`, just call `.get_type_info()` on it. This new trait method on `Reflect` should return the same value as if you had called it statically.
If all you have is a `TypeId` or type name, you can get the `TypeInfo` directly from the registry using the `TypeRegistry::get_type_info` method (assuming it was registered).
### Usage
Below is an example of working with `TypeInfo`. As you can see, we don't have to generate an instance of `MyTupleStruct` in order to get this information.
```rust
#[derive(Reflect)]
struct MyTupleStruct(usize, i32, MyStruct);
let info = MyTupleStruct::type_info();
if let TypeInfo::TupleStruct(info) = info {
assert!(info.is::<MyTupleStruct>());
assert_eq!(std::any::type_name::<MyTupleStruct>(), info.type_name());
assert!(info.field_at(1).unwrap().is::<i32>());
} else {
panic!("Expected `TypeInfo::TupleStruct`");
}
```
### Manual Implementations
It's not recommended to manually implement `Typed` yourself, but if you must, you can use the `TypeInfoCell` to automatically create and manage the static `TypeInfo`s for you (which is very helpful for blanket/generic impls):
```rust
use bevy_reflect::{Reflect, TupleStructInfo, TypeInfo, UnnamedField};
use bevy_reflect::utility::TypeInfoCell;
struct Foo<T: Reflect>(T);
impl<T: Reflect> Typed for Foo<T> {
fn type_info() -> &'static TypeInfo {
static CELL: TypeInfoCell = TypeInfoCell::generic();
CELL.get_or_insert::<Self, _>(|| {
let fields = [UnnamedField:🆕:<T>()];
let info = TupleStructInfo:🆕:<Self>(&fields);
TypeInfo::TupleStruct(info)
})
}
}
```
## Benefits
One major benefit is that this opens the door to other serialization methods. Since we can get all the type info at compile time, we can know how to properly deserialize something like:
```rust
#[derive(Reflect)]
struct MyType {
foo: usize,
bar: Vec<String>
}
// RON to be deserialized:
(
type: "my_crate::MyType", // <- We now know how to deserialize the rest of this object
value: {
// "foo" is a value type matching "usize"
"foo": 123,
// "bar" is a list type matching "Vec<String>" with item type "String"
"bar": ["a", "b", "c"]
}
)
```
Not only is this more compact, but it has better compatibility (we can change the type of `"foo"` to `i32` without having to update our serialized data).
Of course, serialization/deserialization strategies like this may need to be discussed and fully considered before possibly making a change. However, we will be better equipped to do that now that we can access type information right from the registry.
## Discussion
Some items to discuss:
1. Duplication. There's a bit of overlap with the existing traits/structs since they require an instance of the type while the type info structs do not (for example, `Struct::field_at(&self, index: usize)` and `StructInfo::field_at(&self, index: usize)`, though only `StructInfo` is accessible without an instance object). Is this okay, or do we want to handle it in another way?
2. Should `TypeInfo::Dynamic` be removed? Since the dynamic types don't have type information available at runtime, we could consider them `TypeInfo::Value`s (or just even just `TypeInfo::Struct`). The intention with `TypeInfo::Dynamic` was to keep the distinction from these dynamic types and actual structs/values since users might incorrectly believe the methods of the dynamic type's info struct would map to some contained data (which isn't possible statically).
4. General usefulness of this change, including missing/unnecessary parts.
5. Possible changes to the scene format? (One possible issue with changing it like in the example above might be that we'd have to be careful when handling generic or trait object types.)
## Compile Tests
I ran a few tests to compare compile times (as suggested [here](https://github.com/bevyengine/bevy/pull/4042#discussion_r876408143)). I toggled `Reflect` and `FromReflect` derive macros using `cfg_attr` for both this PR (aa5178e773) and main (c309acd432).
<details>
<summary>See More</summary>
The test project included 250 of the following structs (as well as a few other structs):
```rust
#[derive(Default)]
#[cfg_attr(feature = "reflect", derive(Reflect))]
#[cfg_attr(feature = "from_reflect", derive(FromReflect))]
pub struct Big001 {
inventory: Inventory,
foo: usize,
bar: String,
baz: ItemDescriptor,
items: [Item; 20],
hello: Option<String>,
world: HashMap<i32, String>,
okay: (isize, usize, /* wesize */),
nope: ((String, String), (f32, f32)),
blah: Cow<'static, str>,
}
```
> I don't know if the compiler can optimize all these duplicate structs away, but I think it's fine either way. We're comparing times, not finding the absolute worst-case time.
I only ran each build 3 times using `cargo build --timings` (thank you @devil-ira), each of which were preceeded by a `cargo clean --package bevy_reflect_compile_test`.
Here are the times I got:
| Test | Test 1 | Test 2 | Test 3 | Average |
| -------------------------------- | ------ | ------ | ------ | ------- |
| Main | 1.7s | 3.1s | 1.9s | 2.33s |
| Main + `Reflect` | 8.3s | 8.6s | 8.1s | 8.33s |
| Main + `Reflect` + `FromReflect` | 11.6s | 11.8s | 13.8s | 12.4s |
| PR | 3.5s | 1.8s | 1.9s | 2.4s |
| PR + `Reflect` | 9.2s | 8.8s | 9.3s | 9.1s |
| PR + `Reflect` + `FromReflect` | 12.9s | 12.3s | 12.5s | 12.56s |
</details>
---
## Future Work
Even though everything could probably be made `const`, we unfortunately can't. This is because `TypeId::of::<T>()` is not yet `const` (see https://github.com/rust-lang/rust/issues/77125). When it does get stabilized, it would probably be worth coming back and making things `const`.
Co-authored-by: MrGVSV <49806985+MrGVSV@users.noreply.github.com>
# Objective
- Spawning a scene is handled as a special case with a command `spawn_scene` that takes an handle but doesn't let you specify anything else. This is the only handle that works that way.
- Workaround for this have been to add the `spawn_scene` on `ChildBuilder` to be able to specify transform of parent, or to make the `SceneSpawner` available to be able to select entities from a scene by their instance id
## Solution
Add a bundle
```rust
pub struct SceneBundle {
pub scene: Handle<Scene>,
pub transform: Transform,
pub global_transform: GlobalTransform,
pub instance_id: Option<InstanceId>,
}
```
and instead of
```rust
commands.spawn_scene(asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"));
```
you can do
```rust
commands.spawn_bundle(SceneBundle {
scene: asset_server.load("models/FlightHelmet/FlightHelmet.gltf#Scene0"),
..Default::default()
});
```
The scene will be spawned as a child of the entity with the `SceneBundle`
~I would like to remove the command `spawn_scene` in favor of this bundle but didn't do it yet to get feedback first~
Co-authored-by: François <8672791+mockersf@users.noreply.github.com>
Co-authored-by: Carter Anderson <mcanders1@gmail.com>
# Objective
Following #4855, `Column` is just a parallel `BlobVec`/`Vec<UnsafeCell<ComponentTicks>>` pair, which is identical to the dense and ticks vecs in `ComponentSparseSet`, which has some code duplication with `Column`.
## Solution
Replace dense and ticks in `ComponentSparseSet` with a `Column`.
# Objective
Most of our `Iterator` impls satisfy the requirements of `std::iter::FusedIterator`, which has internal specialization that optimizes `Interator::fuse`. The std lib iterator combinators do have a few that rely on `fuse`, so this could optimize those use cases. I don't think we're using any of them in the engine itself, but beyond a light increase in compile time, it doesn't hurt to implement the trait.
## Solution
Implement the trait for all eligible iterators in first party crates. Also add a missing `ExactSizeIterator` on an iterator that could use it.
Right now, a direct reference to the target TaskPool is required to launch tasks on the pools, despite the three newtyped pools (AsyncComputeTaskPool, ComputeTaskPool, and IoTaskPool) effectively acting as global instances. The need to pass a TaskPool reference adds notable friction to spawning subtasks within existing tasks. Possible use cases for this may include chaining tasks within the same pool like spawning separate send/receive I/O tasks after waiting on a network connection to be established, or allowing cross-pool dependent tasks like starting dependent multi-frame computations following a long I/O load.
Other task execution runtimes provide static access to spawning tasks (i.e. `tokio::spawn`), which is notably easier to use than the reference passing required by `bevy_tasks` right now.
This PR makes does the following:
* Adds `*TaskPool::init` which initializes a `OnceCell`'ed with a provided TaskPool. Failing if the pool has already been initialized.
* Adds `*TaskPool::get` which fetches the initialized global pool of the respective type or panics. This generally should not be an issue in normal Bevy use, as the pools are initialized before they are accessed.
* Updated default task pool initialization to either pull the global handles and save them as resources, or if they are already initialized, pull the a cloned global handle as the resource.
This should make it notably easier to build more complex task hierarchies for dependent tasks. It should also make writing bevy-adjacent, but not strictly bevy-only plugin crates easier, as the global pools ensure it's all running on the same threads.
One alternative considered is keeping a thread-local reference to the pool for all threads in each pool to enable the same `tokio::spawn` interface. This would spawn tasks on the same pool that a task is currently running in. However this potentially leads to potential footgun situations where long running blocking tasks run on `ComputeTaskPool`.
# Objective
Users should be able to configure depth load operations on cameras. Currently every camera clears depth when it is rendered. But sometimes later passes need to rely on depth from previous passes.
## Solution
This adds the `Camera3d::depth_load_op` field with a new `Camera3dDepthLoadOp` value. This is a custom type because Camera3d uses "reverse-z depth" and this helps us record and document that in a discoverable way. It also gives us more control over reflection + other trait impls, whereas `LoadOp` is owned by the `wgpu` crate.
```rust
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
depth_load_op: Camera3dDepthLoadOp::Load,
..default()
},
..default()
});
```
### two_passes example with the "second pass" camera configured to the default (clear depth to 0.0)
![image](https://user-images.githubusercontent.com/2694663/171743172-46d4fdd5-5090-46ea-abe4-1fbc519f6ee8.png)
### two_passes example with the "second pass" camera configured to "load" the depth
![image](https://user-images.githubusercontent.com/2694663/171743323-74dd9a1d-9c25-4883-98dd-38ca0bed8c17.png)
---
## Changelog
### Added
* `Camera3d` now has a `depth_load_op` field, which can configure the Camera's main 3d pass depth loading behavior.
While working on a refactor of `bevy_mod_picking` to include viewport-awareness, I found myself writing these functions to test if a cursor coordinate was inside the camera's rendered area.
# Objective
- Simplify conversion from physical to logical pixels
- Add methods that returns the dimensions of the viewport as a min-max rect
---
## Changelog
- Added `Camera::to_logical`
- Added `Camera::physical_viewport_rect`
- Added `Camera::logical_viewport_rect`
# Objective
- Run examples in WASM in CI
- Fix#4817
## Solution
- on feature `bevy_ci_testing`
- add an extra log message before exiting
- when building for wasm, read CI config file at compile time
- add a simple [playwright](https://playwright.dev) test script that opens the browser then waits for the success log, and takes a screenshot
- add a CI job that runs the playwright test for Chromium and Firefox on one example (lighting) and save the screenshots
- Firefox screenshot is good (with some clusters visible)
- Chromium screenshot is gray, I don't know why but it's logging `GPU stall due to ReadPixels`
- Webkit is not enabled for now, to revisit once https://bugs.webkit.org/show_bug.cgi?id=234926 is fixed or worked around
- the CI job only runs on bors validation
example run: https://github.com/mockersf/bevy/actions/runs/2361673465. The screenshots can be downloaded
# Objective
- fix#4946
- fix running 3d in wasm
## Solution
- since #4867, the imports are splitter differently, and this shader def was not always set correctly depending on the shader used
- add it when needed
# Objective
Improve querying ergonomics around collections and iterators of entities.
Example how queries over Children might be done currently.
```rust
fn system(foo_query: Query<(&Foo, &Children)>, bar_query: Query<(&Bar, &Children)>) {
for (foo, children) in &foo_query {
for child in children.iter() {
if let Ok((bar, children)) = bar_query.get(*child) {
for child in children.iter() {
if let Ok((foo, children)) = foo_query.get(*child) {
// D:
}
}
}
}
}
}
```
Answers #4868
Partially addresses #4864Fixes#1470
## Solution
Based on the great work by @deontologician in #2563
Added `iter_many` and `many_for_each_mut` to `Query`.
These take a list of entities (Anything that implements `IntoIterator<Item: Borrow<Entity>>`).
`iter_many` returns a `QueryManyIter` iterator over immutable results of a query (mutable data will be cast to an immutable form).
`many_for_each_mut` calls a closure for every result of the query, ensuring not aliased mutability.
This iterator goes over the list of entities in order and returns the result from the query for it. Skipping over any entities that don't match the query.
Also added `unsafe fn iter_many_unsafe`.
### Examples
```rust
#[derive(Component)]
struct Counter {
value: i32
}
#[derive(Component)]
struct Friends {
list: Vec<Entity>,
}
fn system(
friends_query: Query<&Friends>,
mut counter_query: Query<&mut Counter>,
) {
for friends in &friends_query {
for counter in counter_query.iter_many(&friends.list) {
println!("Friend's counter: {:?}", counter.value);
}
counter_query.many_for_each_mut(&friends.list, |mut counter| {
counter.value += 1;
println!("Friend's counter: {:?}", counter.value);
});
}
}
```
Here's how example in the Objective section can be written with this PR.
```rust
fn system(foo_query: Query<(&Foo, &Children)>, bar_query: Query<(&Bar, &Children)>) {
for (foo, children) in &foo_query {
for (bar, children) in bar_query.iter_many(children) {
for (foo, children) in foo_query.iter_many(children) {
// :D
}
}
}
}
```
## Additional changes
Implemented `IntoIterator` for `&Children` because why not.
## Todo
- Bikeshed!
Co-authored-by: deontologician <deontologician@gmail.com>
Co-authored-by: devil-ira <justthecooldude@gmail.com>
# Objective
Currently, providing the wrong number of inputs to a render graph node triggers this assertion:
```
thread 'main' panicked at 'assertion failed: `(left == right)`
left: `1`,
right: `2`', /[redacted]/bevy/crates/bevy_render/src/renderer/graph_runner.rs:164:13
note: run with `RUST_BACKTRACE=1` environment variable to display a backtrace
```
This does not provide the user any context.
## Solution
Add a new `RenderGraphRunnerError` variant to handle this case. The new message looks like this:
```
ERROR bevy_render::renderer: Error running render graph:
ERROR bevy_render::renderer: > node (name: 'Some("outline_pass")') has 2 input slots, but was provided 1 values
```
---
## Changelog
### Changed
`RenderGraphRunnerError` now has a new variant, `MismatchedInputCount`.
## Migration Guide
Exhaustive matches on `RenderGraphRunnerError` will need to add a branch to handle the new `MismatchedInputCount` variant.
# Objective
While playing with the code, I found some problems in the recently merged version-bumping workflow:
- Most importantly, now that we are using `0.8.0-dev` in development, the workflow will try to bump it to `0.9.0` 😭
- The crate filter is outdated now that we have more crates in `tools`.
- We are using `bevy@users.noreply.github.com`, but according to [Github help](https://docs.github.com/en/account-and-profile/setting-up-and-managing-your-personal-account-on-github/managing-email-preferences/setting-your-commit-email-address#about-commit-email-addresses), that email address means "old no-reply email format for the user `bevy`". It is currently not associated with any account, but I feel this is still not appropriate here.
## Solution
- Create a new workflow, `Post-release version bump`, that should be run after a release and bumps version from `0.X.0` to `0.X+1.0-dev`. Unfortunately, cargo-release doesn't have a builtin way to do this, so we need to parse and increment the version manually.
- Add the new crates in `tools` to exclusion list. Also removes the dependency version specifier from `bevy_ecs_compile_fail_tests`. It is not in the workspace so the dependency version will not get automatically updated by cargo-release.
- Change the author email to `41898282+github-actions[bot]@users.noreply.github.com`. According to the discussion [here](https://github.com/actions/checkout/issues/13#issuecomment-724415212) and [here](https://github.community/t/github-actions-bot-email-address/17204/6), this is the email address associated with the github-actions bot account.
- Also add the workflows to our release checklist.
See infmagic2047#5 and infmagic2047#6 for examples of release and post-release PRs.
(follow-up to #4423)
# Objective
Currently, it isn't possible to easily fire commands from within par_for_each blocks. This PR allows for issuing commands from within parallel scopes.
# Objective
Users should be able to render cameras to specific areas of a render target, which enables scenarios like split screen, minimaps, etc.
Builds on the new Camera Driven Rendering added here: #4745Fixes: #202
Alternative to #1389 and #3626 (which are incompatible with the new Camera Driven Rendering)
## Solution
![image](https://user-images.githubusercontent.com/2694663/171560044-f0694f67-0cd9-4598-83e2-a9658c4fed57.png)
Cameras can now configure an optional "viewport", which defines a rectangle within their render target to draw to. If a `Viewport` is defined, the camera's `CameraProjection`, `View`, and visibility calculations will use the viewport configuration instead of the full render target.
```rust
// This camera will render to the first half of the primary window (on the left side).
commands.spawn_bundle(Camera3dBundle {
camera: Camera {
viewport: Some(Viewport {
physical_position: UVec2::new(0, 0),
physical_size: UVec2::new(window.physical_width() / 2, window.physical_height()),
depth: 0.0..1.0,
}),
..default()
},
..default()
});
```
To account for this, the `Camera` component has received a few adjustments:
* `Camera` now has some new getter functions:
* `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, `projection_matrix`
* All computed camera values are now private and live on the `ComputedCameraValues` field (logical/physical width/height, the projection matrix). They are now exposed on `Camera` via getters/setters This wasn't _needed_ for viewports, but it was long overdue.
---
## Changelog
### Added
* `Camera` components now have a `viewport` field, which can be set to draw to a portion of a render target instead of the full target.
* `Camera` component has some new functions: `logical_viewport_size`, `physical_viewport_size`, `logical_target_size`, `physical_target_size`, and `projection_matrix`
* Added a new split_screen example illustrating how to render two cameras to the same scene
## Migration Guide
`Camera::projection_matrix` is no longer a public field. Use the new `Camera::projection_matrix()` method instead:
```rust
// Bevy 0.7
let projection = camera.projection_matrix;
// Bevy 0.8
let projection = camera.projection_matrix();
```
# Objective
- Upgrading ndk-glue (our Android interop layer) desynchronized us from winit
- This further broke Android builds, see #4905 (oops...)
- Reverting to 0.5 should help with this, until the new `winit` version releases
- Fixes#4774 and closes#4529
# Objective
At the moment all extra capabilities are disabled when validating shaders with naga:
c7c08f95cb/crates/bevy_render/src/render_resource/shader.rs (L146-L149)
This means these features can't be used even if the corresponding wgpu features are active.
## Solution
With these changes capabilities are now set corresponding to `RenderDevice::features`.
---
I have validated these changes for push constants with a project I am currently working on. Though bevy does not support creating pipelines with push constants yet, so I was only able to see that shaders are validated and compiled as expected.
# Objective
- Users of bevy_reflect probably always want primitive types registered.
## Solution
- Register them by default.
---
This is a minor incremental change along the path of [removing catch-all functionality from bevy_core](https://github.com/bevyengine/bevy/issues/2931).
This adds "high level camera driven rendering" to Bevy. The goal is to give users more control over what gets rendered (and where) without needing to deal with render logic. This will make scenarios like "render to texture", "multiple windows", "split screen", "2d on 3d", "3d on 2d", "pass layering", and more significantly easier.
Here is an [example of a 2d render sandwiched between two 3d renders (each from a different perspective)](https://gist.github.com/cart/4fe56874b2e53bc5594a182fc76f4915):
![image](https://user-images.githubusercontent.com/2694663/168411086-af13dec8-0093-4a84-bdd4-d4362d850ffa.png)
Users can now spawn a camera, point it at a RenderTarget (a texture or a window), and it will "just work".
Rendering to a second window is as simple as spawning a second camera and assigning it to a specific window id:
```rust
// main camera (main window)
commands.spawn_bundle(Camera2dBundle::default());
// second camera (other window)
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Window(window_id),
..default()
},
..default()
});
```
Rendering to a texture is as simple as pointing the camera at a texture:
```rust
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle),
..default()
},
..default()
});
```
Cameras now have a "render priority", which controls the order they are drawn in. If you want to use a camera's output texture as a texture in the main pass, just set the priority to a number lower than the main pass camera (which defaults to `0`).
```rust
// main pass camera with a default priority of 0
commands.spawn_bundle(Camera2dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
target: RenderTarget::Texture(image_handle.clone()),
priority: -1,
..default()
},
..default()
});
commands.spawn_bundle(SpriteBundle {
texture: image_handle,
..default()
})
```
Priority can also be used to layer to cameras on top of each other for the same RenderTarget. This is what "2d on top of 3d" looks like in the new system:
```rust
commands.spawn_bundle(Camera3dBundle::default());
commands.spawn_bundle(Camera2dBundle {
camera: Camera {
// this will render 2d entities "on top" of the default 3d camera's render
priority: 1,
..default()
},
..default()
});
```
There is no longer the concept of a global "active camera". Resources like `ActiveCamera<Camera2d>` and `ActiveCamera<Camera3d>` have been replaced with the camera-specific `Camera::is_active` field. This does put the onus on users to manage which cameras should be active.
Cameras are now assigned a single render graph as an "entry point", which is configured on each camera entity using the new `CameraRenderGraph` component. The old `PerspectiveCameraBundle` and `OrthographicCameraBundle` (generic on camera marker components like Camera2d and Camera3d) have been replaced by `Camera3dBundle` and `Camera2dBundle`, which set 3d and 2d default values for the `CameraRenderGraph` and projections.
```rust
// old 3d perspective camera
commands.spawn_bundle(PerspectiveCameraBundle::default())
// new 3d perspective camera
commands.spawn_bundle(Camera3dBundle::default())
```
```rust
// old 2d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_2d())
// new 2d orthographic camera
commands.spawn_bundle(Camera2dBundle::default())
```
```rust
// old 3d orthographic camera
commands.spawn_bundle(OrthographicCameraBundle::new_3d())
// new 3d orthographic camera
commands.spawn_bundle(Camera3dBundle {
projection: OrthographicProjection {
scale: 3.0,
scaling_mode: ScalingMode::FixedVertical,
..default()
}.into(),
..default()
})
```
Note that `Camera3dBundle` now uses a new `Projection` enum instead of hard coding the projection into the type. There are a number of motivators for this change: the render graph is now a part of the bundle, the way "generic bundles" work in the rust type system prevents nice `..default()` syntax, and changing projections at runtime is much easier with an enum (ex for editor scenarios). I'm open to discussing this choice, but I'm relatively certain we will all come to the same conclusion here. Camera2dBundle and Camera3dBundle are much clearer than being generic on marker components / using non-default constructors.
If you want to run a custom render graph on a camera, just set the `CameraRenderGraph` component:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_render_graph: CameraRenderGraph::new(some_render_graph_name),
..default()
})
```
Just note that if the graph requires data from specific components to work (such as `Camera3d` config, which is provided in the `Camera3dBundle`), make sure the relevant components have been added.
Speaking of using components to configure graphs / passes, there are a number of new configuration options:
```rust
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// overrides the default global clear color
clear_color: ClearColorConfig::Custom(Color::RED),
..default()
},
..default()
})
commands.spawn_bundle(Camera3dBundle {
camera_3d: Camera3d {
// disables clearing
clear_color: ClearColorConfig::None,
..default()
},
..default()
})
```
Expect to see more of the "graph configuration Components on Cameras" pattern in the future.
By popular demand, UI no longer requires a dedicated camera. `UiCameraBundle` has been removed. `Camera2dBundle` and `Camera3dBundle` now both default to rendering UI as part of their own render graphs. To disable UI rendering for a camera, disable it using the CameraUi component:
```rust
commands
.spawn_bundle(Camera3dBundle::default())
.insert(CameraUi {
is_enabled: false,
..default()
})
```
## Other Changes
* The separate clear pass has been removed. We should revisit this for things like sky rendering, but I think this PR should "keep it simple" until we're ready to properly support that (for code complexity and performance reasons). We can come up with the right design for a modular clear pass in a followup pr.
* I reorganized bevy_core_pipeline into Core2dPlugin and Core3dPlugin (and core_2d / core_3d modules). Everything is pretty much the same as before, just logically separate. I've moved relevant types (like Camera2d, Camera3d, Camera3dBundle, Camera2dBundle) into their relevant modules, which is what motivated this reorganization.
* I adapted the `scene_viewer` example (which relied on the ActiveCameras behavior) to the new system. I also refactored bits and pieces to be a bit simpler.
* All of the examples have been ported to the new camera approach. `render_to_texture` and `multiple_windows` are now _much_ simpler. I removed `two_passes` because it is less relevant with the new approach. If someone wants to add a new "layered custom pass with CameraRenderGraph" example, that might fill a similar niche. But I don't feel much pressure to add that in this pr.
* Cameras now have `target_logical_size` and `target_physical_size` fields, which makes finding the size of a camera's render target _much_ simpler. As a result, the `Assets<Image>` and `Windows` parameters were removed from `Camera::world_to_screen`, making that operation much more ergonomic.
* Render order ambiguities between cameras with the same target and the same priority now produce a warning. This accomplishes two goals:
1. Now that there is no "global" active camera, by default spawning two cameras will result in two renders (one covering the other). This would be a silent performance killer that would be hard to detect after the fact. By detecting ambiguities, we can provide a helpful warning when this occurs.
2. Render order ambiguities could result in unexpected / unpredictable render results. Resolving them makes sense.
## Follow Up Work
* Per-Camera viewports, which will make it possible to render to a smaller area inside of a RenderTarget (great for something like splitscreen)
* Camera-specific MSAA config (should use the same "overriding" pattern used for ClearColor)
* Graph Based Camera Ordering: priorities are simple, but they make complicated ordering constraints harder to express. We should consider adopting a "graph based" camera ordering model with "before" and "after" relationships to other cameras (or build it "on top" of the priority system).
* Consider allowing graphs to run subgraphs from any nest level (aka a global namespace for graphs). Right now the 2d and 3d graphs each need their own UI subgraph, which feels "fine" in the short term. But being able to share subgraphs between other subgraphs seems valuable.
* Consider splitting `bevy_core_pipeline` into `bevy_core_2d` and `bevy_core_3d` packages. Theres a shared "clear color" dependency here, which would need a new home.
# Objective
- Bevy currently panics when displaying text with a *very* big font size (with font size greater than 400, the glyph would have a width or height greater than 512)
```
thread 'main' panicked at 'Fatal error when processing text: failed to add glyph to newly-created atlas GlyphId(514).', crates/bevy_ui/src/widget/text.rs:118:21
```
## Solution
- Create font atlas that scales up with the size of the glyphs
# Objective
- Split PBR and 2D mesh shaders into types and bindings to prepare the shaders to be more reusable.
- See #3969 for details. I'm doing this in multiple steps to make review easier.
---
## Changelog
- Changed: 2D and PBR mesh shaders are now split into types and bindings, the following shader imports are available: `bevy_pbr::mesh_view_types`, `bevy_pbr::mesh_view_bindings`, `bevy_pbr::mesh_types`, `bevy_pbr::mesh_bindings`, `bevy_sprite::mesh2d_view_types`, `bevy_sprite::mesh2d_view_bindings`, `bevy_sprite::mesh2d_types`, `bevy_sprite::mesh2d_bindings`
## Migration Guide
- In shaders for 3D meshes:
- `#import bevy_pbr::mesh_view_bind_group` -> `#import bevy_pbr::mesh_view_bindings`
- `#import bevy_pbr::mesh_struct` -> `#import bevy_pbr::mesh_types`
- NOTE: If you are using the mesh bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_pbr::mesh_bindings` which itself imports the mesh types needed for the bindings.
- In shaders for 2D meshes:
- `#import bevy_sprite::mesh2d_view_bind_group` -> `#import bevy_sprite::mesh2d_view_bindings`
- `#import bevy_sprite::mesh2d_struct` -> `#import bevy_sprite::mesh2d_types`
- NOTE: If you are using the mesh2d bind group at bind group index 2, you can remove those binding statements in your shader and just use `#import bevy_sprite::mesh2d_bindings` which itself imports the mesh2d types needed for the bindings.
# Objective
Models can be produced that do not have vertex tangents but do have normal map textures. The tangents can be generated. There is a way that the vertex tangents can be generated to be exactly invertible to avoid introducing error when recreating the normals in the fragment shader.
## Solution
- After attempts to get https://github.com/gltf-rs/mikktspace to integrate simple glam changes and version bumps, and releases of that crate taking weeks / not being made (no offense intended to the authors/maintainers, bevy just has its own timelines and needs to take care of) it was decided to fork that repository. The following steps were taken:
- mikktspace was forked to https://github.com/bevyengine/mikktspace in order to preserve the repository's history in case the original is ever taken down
- The README in that repo was edited to add a note stating from where the repository was forked and explaining why
- The repo was locked for changes as its only purpose is historical
- The repo was integrated into the bevy repo using `git subtree add --prefix crates/bevy_mikktspace git@github.com:bevyengine/mikktspace.git master`
- In `bevy_mikktspace`:
- The travis configuration was removed
- `cargo fmt` was run
- The `Cargo.toml` was conformed to bevy's (just adding bevy to the keywords, changing the homepage and repository, changing the version to 0.7.0-dev - importantly the license is exactly the same)
- Remove the features, remove `nalgebra` entirely, only use `glam`, suppress clippy.
- This was necessary because our CI runs clippy with `--all-features` and the `nalgebra` and `glam` features are mutually exclusive, plus I don't want to modify this highly numerically-sensitive code just to appease clippy and diverge even more from upstream.
- Rebase https://github.com/bevyengine/bevy/pull/1795
- @jakobhellermann said it was fine to copy and paste but it ended up being almost exactly the same with just a couple of adjustments when validating correctness so I decided to actually rebase it and then build on top of it.
- Use the exact same fragment shader code to ensure correct normal mapping.
- Tested with both https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentMirrorTest which has vertex tangents and https://github.com/KhronosGroup/glTF-Sample-Models/tree/master/2.0/NormalTangentTest which requires vertex tangent generation
Co-authored-by: alteous <alteous@outlook.com>